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Jumpgate Beta is Open to All Subscribers!

Mike & Tommy - wanted to address this bug specifically because unfortunately, it's an issue present in both legacy and Jumpgate platforms and requires a sizable rework to resolve this intermittent issue permanently. We aim to get to this as quickly as possible after getting through  Jumpgate Priority Fixes , but in the meantime there's a workaround that should eliminate this issue from occurring. If you go into your page settings in Page Folders, navigate to the "Dynamic Lighting" tab, and scroll to find and select "Update when Token Drop" option. Mike East said: Tommy said: Explorable Darkness still randomly revealing hidden areas! It's been over a month since I last mentioned it, and I've not heard anything about the problem with areas hidden by Explorable Darkness (and on the other side of a wall) suddenly becoming visible when a players token gets too close to a wall. This is still happening. It's not just an issue with old maps, as it's also happening on one I added very recently. It means I'm unable to use "Explorer Mode" as it only happens when that is activated. Is this something other people are encountering at all or is the likelihood that my campaign is somehow banjaxed? It's things like that this that prompted my post above.  It would be good to know when these sorts of things are due to be resolved.  I appreciate that no ETA can be given but are we talking days, weeks or months? 
Thanks for pointing this out. This issue is currently being worked on by our sheet services team as it is sheet-specific, and should be resolved soon. Since that work is outside of Jumpgate, the best way to stay updated on fixes is the Change Log . I've Realized My Purpose said: When I click a character's token and then roll initiative from their character sheet (which uses the new 2024 sheet), the initiative roll isn't being added to the turn order. Is this a known issue?
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Lavi
Roll20 Team
Cross-posting a couple of updates to Jumpgate over the last couple of days: You can now use both D&D 5E (2014) and D&D 5E (2024) Character Sheets in the same game on Roll20 in Jumpgate! Pick your preferred sheet for characters & NPCs! Learn more here . Fixed an issue where the number input field on Zoom menu did not update when pressing "enter" Latest available in our Change Log .
1725995897
vÍnce
Pro
Sheet Author
@Lavi Since you can run both D&D sheets in the same game is this going to be possible for other sheets as well? Ie run a Beacon sheet and a traditional sheet in the same game.
One way lighting lines have direction arrows for new one-way barriers drawn while in a Jumpgate game . One way lighting barriers created on maps in non-Jumpgate games that are copied to a Jumpgate game do not show the arrows. Also, I often created a grid larger than the map, and  would then draw a dynamic lighting barrier around the map so that the players could not see the border where  I could hide notes, tokens, etc. When I copied my game to a Jumpgate version, that dynamic lighting "wall" around some maps became transparent. Lavi said: One way lighting lines finally have their direction indicators again!
1726002406
SirPryzin
Plus
Marketplace Creator
I don't know if this is the right place to mention this, but it seems like something that would be part of the Jumpgate updates: Are there any plans to make it possible for some objects on the token layer to act as walls and/or otherwise block light, as if they were on the lighting layer, as well?
Hi Rick - the team is working to solve one-way lines being imported into Jumpgate correctly in this sprint. We should have a fix out soon and I'll update on forums when it's complete. Thanks for highlighting! Rick A. said: One way lighting lines have direction arrows for new one-way barriers drawn while in a Jumpgate game . One way lighting barriers created on maps in non-Jumpgate games that are copied to a Jumpgate game do not show the arrows. Also, I often created a grid larger than the map, and  would then draw a dynamic lighting barrier around the map so that the players could not see the border where  I could hide notes, tokens, etc. When I copied my game to a Jumpgate version, that dynamic lighting "wall" around some maps became transparent. Lavi said: One way lighting lines finally have their direction indicators again!
Some more updates from today's release (also in our change log!): Effects (FX) Tool Interface has been uplifted to make it easier to use ! Highlights:                 Effect colors were transformed to chips to make them easier to view and select at a glance                  Dropdown Effect shapes include the click experience for more clarity; for instance "beam" is an "aim" effect.                  Created custom effects also appear in chip form for easier reference Colors of animations from marketplace items are more consistent across Classic Tabletop and Jumpgate Fixed an issue where after drawing a dynamic lighting line, selecting another dynamic lighting line type incorrectly showed the last drawn line type instead Fixed dynamic lighting edges so that when tokens are placed inside a drawn shape, the light doesn't appear to bleed/smudge over the lines
Hi Vince - only the two D&D 5E sheets by Roll20 can be used in the same game . That functionality isn't available for other sheets or systems. vÍnce said: @Lavi Since you can run both D&D sheets in the same game is this going to be possible for other sheets as well? Ie run a Beacon sheet and a traditional sheet in the same game.
1726083880
vÍnce
Pro
Sheet Author
Bummer.  Thanks for the followup LavI.
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I recently switched one of my games back to OG Roll20 from Jumpgate...and was relieved with how much better it was with less bugs and lag. Jumpgate needs serious work before it is released or switched over if this is the reaction had. I also want to go on record that I'm not trying to be mean or condescending that was my legit response to reverting Jumpgate.
Hi DM Deadman, thanks for saying something. Even though feedback from Jumpgate users has been overwhelmingly positive so far, we understand that every game and setup is different and it’s important to us that the experience lives up to the expectations as many players as possible before our beta period ends. We’d love more information from you, if you’re willing to share. To date, we've addressed and resolved a number of known issues such as lag, auras, and invisible tokens, but I’d like to know what specific bugs or hiccups you're still encountering. We’d be happy to work with you 1:1 to troubleshoot any game-breaking issues and make sure things run as smoothly as possible in the Jumpgate instance of your campaign. I'll also reach out over DM in case there's some information you prefer to share that way. DM Deadman said: I recently switched one of my games back to OG Roll20 from Jumpgate...and was relieved with how much better it was with less bugs and lag. Jumpgate needs serious work before it is released or switched over if this is the reaction had. I also want to go on record that I'm not trying to be mean or condescending that was my legit response to reverting Jumpgate.
Lavi said: Hi DM Deadman, thanks for saying something. Even though feedback from Jumpgate users has been overwhelmingly positive so far, we understand that every game and setup is different and it’s important to us that the experience lives up to the expectations as many players as possible before our beta period ends. We’d love more information from you, if you’re willing to share. To date, we've addressed and resolved a number of known issues such as lag, auras, and invisible tokens, but I’d like to know what specific bugs or hiccups you're still encountering. We’d be happy to work with you 1:1 to troubleshoot any game-breaking issues and make sure things run as smoothly as possible in the Jumpgate instance of your campaign. I'll also reach out over DM in case there's some information you prefer to share that way. DM Deadman said: I recently switched one of my games back to OG Roll20 from Jumpgate...and was relieved with how much better it was with less bugs and lag. Jumpgate needs serious work before it is released or switched over if this is the reaction had. I also want to go on record that I'm not trying to be mean or condescending that was my legit response to reverting Jumpgate. I did try reaching out to you previously...and you never responded back. Why should I trust you now?
Sorry about that - it got lost in the mix as it wasn't a quoted reply to my message on the forum, so I didn't get a reminder/nudge. If I'm tracing it back correctly, macro issue mentioned in  this  thread is still occurring , and we'll be taking a look with the game link that you sent for Clash of Titans.  Auras  are fixed, several root causes for tokens appearing invisible / desync behavior  have been resolved, and in case there's anything else I missed or challenges you're experiencing after the fixes we did push out, please let me know!  DM Deadman said: Lavi said: Hi DM Deadman, thanks for saying something. Even though feedback from Jumpgate users has been overwhelmingly positive so far, we understand that every game and setup is different and it’s important to us that the experience lives up to the expectations as many players as possible before our beta period ends. We’d love more information from you, if you’re willing to share. To date, we've addressed and resolved a number of known issues such as lag, auras, and invisible tokens, but I’d like to know what specific bugs or hiccups you're still encountering. We’d be happy to work with you 1:1 to troubleshoot any game-breaking issues and make sure things run as smoothly as possible in the Jumpgate instance of your campaign. I'll also reach out over DM in case there's some information you prefer to share that way. DM Deadman said: I recently switched one of my games back to OG Roll20 from Jumpgate...and was relieved with how much better it was with less bugs and lag. Jumpgate needs serious work before it is released or switched over if this is the reaction had. I also want to go on record that I'm not trying to be mean or condescending that was my legit response to reverting Jumpgate. I did try reaching out to you previously...and you never responded back. Why should I trust you now?
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Edited 1726195600
The Aaron
Roll20 Production Team
API Scripter
Hi DM Deadman, couple questions for you: 1) You're on Jumpgate, but what Character Sheets do you have configured?  DnD5e 2014, DnD5e 2024, both? 2) What is the exact TokenMod command you're running? 3) What other scripts do you have installed?  (Maybe just screenshot the list if they're pretty standard) DM Deadman said: Lavi said: Hi DM Deadman, thanks for saying something. Even though feedback from Jumpgate users has been overwhelmingly positive so far, we understand that every game and setup is different and it’s important to us that the experience lives up to the expectations as many players as possible before our beta period ends. We’d love more information from you, if you’re willing to share. To date, we've addressed and resolved a number of known issues such as lag, auras, and invisible tokens, but I’d like to know what specific bugs or hiccups you're still encountering. We’d be happy to work with you 1:1 to troubleshoot any game-breaking issues and make sure things run as smoothly as possible in the Jumpgate instance of your campaign. I'll also reach out over DM in case there's some information you prefer to share that way. DM Deadman said: I recently switched one of my games back to OG Roll20 from Jumpgate...and was relieved with how much better it was with less bugs and lag. Jumpgate needs serious work before it is released or switched over if this is the reaction had. I also want to go on record that I'm not trying to be mean or condescending that was my legit response to reverting Jumpgate. I did try reaching out to you previously...and you never responded back. Why should I trust you now?
The Aaron said: Hi DM Deadman, couple questions for you: 1) You're on Jumpgate, but what Character Sheets do you have configured?  DnD5e 2014, DnD5e 2024, both? 2) What is the exact TokenMod command you're running? 3) What other scripts do you have installed?  (Maybe just screenshot the list if they're pretty standard) DM Deadman said: Lavi said: Hi DM Deadman, thanks for saying something. Even though feedback from Jumpgate users has been overwhelmingly positive so far, we understand that every game and setup is different and it’s important to us that the experience lives up to the expectations as many players as possible before our beta period ends. We’d love more information from you, if you’re willing to share. To date, we've addressed and resolved a number of known issues such as lag, auras, and invisible tokens, but I’d like to know what specific bugs or hiccups you're still encountering. We’d be happy to work with you 1:1 to troubleshoot any game-breaking issues and make sure things run as smoothly as possible in the Jumpgate instance of your campaign. I'll also reach out over DM in case there's some information you prefer to share that way. DM Deadman said: I recently switched one of my games back to OG Roll20 from Jumpgate...and was relieved with how much better it was with less bugs and lag. Jumpgate needs serious work before it is released or switched over if this is the reaction had. I also want to go on record that I'm not trying to be mean or condescending that was my legit response to reverting Jumpgate. I did try reaching out to you previously...and you never responded back. Why should I trust you now? Hey Aaron thanks for responding dude. I have a Jumpgate session tomorrow with one of my groups. I want to make sure I get their feedback too before I post the full feedback.
1726248353
The Aaron
Roll20 Production Team
API Scripter
Sounds good.  I've tried to repro this issue, and while I can make some examples that break for JumpGate + 5e 2024 sheet, they are possibly somewhat contrived, so I want to be sure I can address your precise case.
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The Aaron said: Sounds good.  I've tried to repro this issue, and while I can make some examples that break for JumpGate + 5e 2024 sheet, they are possibly somewhat contrived, so I want to be sure I can address your precise case. Here's some feedback from the Wed night game Do mains of Dread, the constant refreshing is the biggest issue and the lag I experience as a DM compared to legacy Roll20 is bad.
1726276582
The Aaron
Roll20 Production Team
API Scripter
Hi DM Deadman, Those details are a bit vague, can you help me refine them a bit? It sounds like you are having the following issues: Tokens Tokens still visible when someone else removes them. Tokens seemingly disappearing (is this when someone else is moving or changing them?) Tokens you can't delete (are they selectable? Do they disappear on refresh?) Token Auras that disappear, or shouldn't exist (do some players see them? Restored on refresh?) Token Auras can't be set by some players (is that manually on the token, or via a script? Do they show up on refresh? Do other players see them?) Map Grid disappears when zooming (out? In? Always or intermittently?) Map freezes (what does that mean? Scrolling and zooming don't work? Tokens can't be selected?) Which of those affect players, GM, or both? What are some general specs for the computers and internet involved (old/new? Good video card? Fast/slow internet?). Are all users affected, or only some players? Are any of these problems happening when an API script is being used?  Which scripts and what commands? We really want to get to the bottom of this, I know Lavi reached out to get in a live session and try to suss this out, and I'd be happy to join and help. 
The Aaron said: Hi DM Deadman, Those details are a bit vague, can you help me refine them a bit? It sounds like you are having the following issues: Tokens Tokens still visible when someone else removes them. Tokens seemingly disappearing (is this when someone else is moving or changing them?) Tokens you can't delete (are they selectable? Do they disappear on refresh?) Token Auras that disappear, or shouldn't exist (do some players see them? Restored on refresh?) Token Auras can't be set by some players (is that manually on the token, or via a script? Do they show up on refresh? Do other players see them?) Map Grid disappears when zooming (out? In? Always or intermittently?) Map freezes (what does that mean? Scrolling and zooming don't work? Tokens can't be selected?) Which of those affect players, GM, or both? What are some general specs for the computers and internet involved (old/new? Good video card? Fast/slow internet?). Are all users affected, or only some players? Are any of these problems happening when an API script is being used?  Which scripts and what commands? We really want to get to the bottom of this, I know Lavi reached out to get in a live session and try to suss this out, and I'd be happy to join and help.  I sent a message to Lavi and I would personally appreciate if you participated too Aaron
So one of the issues I tried playing around with was the spell tokens staying ontop of the player/monster tokens no matter how I assigned Bring to Front/Send to Back. When I assigned a monster token to "All Players or DM Deadman" under "Can be Edited and Controlled By" it allowed me to move the spell token behind or in front as I desired. So that means unless I go into EVERY token and assign something to  "Can be Edited and Controlled By" it will cause spell tokens to remain ontop of them.
1726412574
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi DM Deadman! Check to make sure your spell template token does not have vision enabled. That can override Top/Bottom placement sometimes.
keithcurtis said: Hi DM Deadman! Check to make sure your spell template token does not have vision enabled. That can override Top/Bottom placement sometimes. Yeah  just checked, no vision on the Wall of Force token, its def the "Can be Edited and Controlled By" option causing this.
Are we only allowed to have one Jumpgate Game at a time?
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Edited 1726577574
Andrew R.
Pro
Sheet Author
No, I’ve got three right now. 
The Final Boss said: Are we only allowed to have one Jumpgate Game at a time? I have multiple Jumpgate Campaigns.
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Edited 1726608577
I can tell that things are getting real with Jumpgate...I now see a "Convert to Jumpgate" option in the Settings tab of my game! So, I'm facing the common decision, "when should I convert?" I'm seeking feedback from other DMs about their conversion experience: * How accurately was your campaign converted? Did the conversion introduce any errors into your campaign? * How difficult/time consuming was the actual conversion process? * How  difficult/time consuming was the learning curve for the DM? * How  difficult/time consuming was the learning curve for the players? * Did  you notice any material improvements in features or performance? I read that DM Deadman had some negative experiences with things as they stand in mid-September, 2024. But I would be grateful to hear from others who have made the conversion. FYI, we're not "power users" in my Pathfinder 1e campaign. We are not using any advanced features....just dynamic lighting and character sheets with a few macros. Thanks, Allen
I had no issues with everything copying over. And the few bugs I had originally during play have been ironed out…
Thanks, Titus! I guess I should have also asked whether you noticed any material improvements? Allen
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It is hard to describe, but it just feels smoother overall. You can always copy a game to Jumpgate and play around with it without deleting the original, which is what I would recommend. In fact I still HAVE my original in case something goes sideways. One thing I DID notice is that I can draw DL lines on my iPad, and it also shows where the line is going to be (as opposed to having to click the next spot and THEN it connects…)
1726609176
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Allen C. said: Thanks, Titus! I guess I should have also asked whether you noticed any material improvements? Allen The improvements are subtle, but they are many. I have switched my game over to Jumpgate but am holding off on the new 5e character sheet for the time being. You shouldn't have that problem with PF1. The Help Center has a list of Quality of Life improvements if you want to see them all together.
Posting some of the newer releases over the last two days: Made Jumpgate beta easier to opt into! You'll see a new option when creating a new game, or a copy of an existing game, to opt that game into the Jumpgate Beta. You can also convert your game into Jumpgate from within the Personalization & Display section of your in-game settings. Learn more here . Fixed an issue where Hex grids appeared on non-hex maps Fixed an issue where game maps from modules were incorrectly defaulted to used Dynamic Lighting for users without a subscription, making maps appear dark Fixed an issue where turning on Permanent Darkness showed darkness of Previous Page Fixed a bug where archived characters were still available in "represents character" dropdown of token settings menu in D&D 5E games where the legacy (2014) and the new (2024) sheets were both present, and one later removed Fixed a bug (introduced in previous day) where creating a new Jumpgate game incorrectly created a game in the classic VTT. The "What's New" modal and chat insert now reflect that users can use both D&D 5E (2014) and D&D 5E (2024) Character Sheets in the same game on Jumpgate. Linking to our change log for a complete list.
When converting an existing game, will the Legacy copy that is created also keep the players and mods? I mean, why would I want to do this rather than just copy a game and check the Jumpgate button? Especially if I have to re-add the mods anyway?
Setting the max value to 0 in the past would make the bar display as full with the current value in the middle. It was very clean for Temp HP and AC. Now it doesn't display at all if the max value is 0. So instead of displaying as (     15     ) I have to do it as (    15/1    ) which is much less clean.
1726721364
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Doug E. said: When converting an existing game, will the Legacy copy that is created also keep the players and mods? I mean, why would I want to do this rather than just copy a game and check the Jumpgate button? Especially if I have to re-add the mods anyway? Hi Doug! Copied games have never been able to duplicate the mods. There is a technical reason for this, but it's above my head. I'm not sure what you mean by "the Legacy copy that is created", if you are converting a legacy game to Jumpgate, it is the Jumpgate game that is being created. The legacy game is untouched. As for why keep the players in the old game, I suspect so that if the whole prcoess goes awray, you can always fall back on your old, intact game. You can boot players from the old game or delete it if you have no intention of using it again.
Jumpgate no longer has the functionality to hold down the shift key while using the mouse scrollwheel to pan left/right (when the "Use Scroll to" option is set to "Pan").  I want to be able to scroll left/right by holding down the shift key and using the mousewheel like how it works in a non-Jumpgate game.  The mousewheel does work to scroll up/down, so it should be possible to have the shift button change to panning left/right instead of clicking the mousewheel and dragging (which doesn't work for me).
I've noticed an issue I never had in non-Jumpgate games and that is when I am placing my walls and doors and windows and such on the Light layer, even if I move to back the walls, if my selection circle for the door or window overlaps with the wall, I cannot select the door and can only manipulate the wall. This needs fixing! Makes a long process longer and 100x more annoying. It should pick the layer I am clicking on, not assuming that the wall is my 'active layer' so to speak.
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Hiya Roll20.  I have submitted this on a feedback form but wanted to post up again as this is an issue that existed since day one of the beta launch. In this picture, my token is standing next to a dynamic lighting wall barrier.  In this picture, I have moved my token to the right and have ended up 50% of the way through the wall barrier.   In this picture, I have moved my token to left again, and the token is now misaligned with the grid.  Tokens SHOUDLD NOT be able to move half way through a wall barrier.  This was not an issue in pre-Jumpgate games.   Thanks 
keithcurtis said: Doug E. said: When converting an existing game, will the Legacy copy that is created also keep the players and mods? I mean, why would I want to do this rather than just copy a game and check the Jumpgate button? Especially if I have to re-add the mods anyway? Hi Doug! Copied games have never been able to duplicate the mods. There is a technical reason for this, but it's above my head. I'm not sure what you mean by "the Legacy copy that is created", if you are converting a legacy game to Jumpgate, it is the Jumpgate game that is being created. The legacy game is untouched. As for why keep the players in the old game, I suspect so that if the whole prcoess goes awray, you can always fall back on your old, intact game. You can boot players from the old game or delete it if you have no intention of using it again. I'm referring to    here  where is says,  "When you "Convert to Jumgpate" from within the VTT, a legacy backup copy will be created  and accessible on your "My Games" page." My point is that it is a feature that I will never use unless it also copies the mods (which I didn't expect to but there is always hope). To my mind, it is far better to just copy the game with the Jumpgate option.
1726841961
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Doug E. said: keithcurtis said: Doug E. said: When converting an existing game, will the Legacy copy that is created also keep the players and mods? I mean, why would I want to do this rather than just copy a game and check the Jumpgate button? Especially if I have to re-add the mods anyway? Hi Doug! Copied games have never been able to duplicate the mods. There is a technical reason for this, but it's above my head. I'm not sure what you mean by "the Legacy copy that is created", if you are converting a legacy game to Jumpgate, it is the Jumpgate game that is being created. The legacy game is untouched. As for why keep the players in the old game, I suspect so that if the whole prcoess goes awray, you can always fall back on your old, intact game. You can boot players from the old game or delete it if you have no intention of using it again. I'm referring to    here  where is says,  "When you "Convert to Jumgpate" from within the VTT, a legacy backup copy will be created  and accessible on your "My Games" page." My point is that it is a feature that I will never use unless it also copies the mods (which I didn't expect to but there is always hope). To my mind, it is far better to just copy the game with the Jumpgate option. Thanks, I had never even seen that, always using the "make a Jumpgate copy" route.
I just learned about the way the in-game conversion to Jumpgate works through another forum. Does the "legacy copy" or the new Jumpgate version include any existing MODs? Silly question. I just tried this: I made a copy of one of my existing games I added one MOD to that copy I opened the copy and made sure that the sandbox started. I went into setting, selected "Convert to Jumpgate" and waited for the process to finish. I exited the game then looked at the new Jumpgate game's and the Legacy backup game's MODS (API scripts) pages; neither had the MOD loaded. So, using the in-game conversion will not preserve any MODs that you may have loaded.
1726849371
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Rick A. said: I just learned about the way the in-game conversion to Jumpgate works through another forum. Does the "legacy copy" or the new Jumpgate version include any existing MODs? Silly question. I just tried this: I made a copy of one of my existing games I added one MOD to that copy I opened the copy and made sure that the sandbox started. I went into setting, selected "Convert to Jumpgate" and waited for the process to finish. I exited the game then looked at the new Jumpgate game's and the Legacy backup game's MODS (API scripts) pages; neither had the MOD loaded. So, using the in-game conversion will not preserve any MODs that you may have loaded. That sucks! I'm glad I accidentally avoided that. Thanks for the test, Rick.
1726850171
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I have reported this.
Doug and Rick - thanks for highlighting this difference that when you "convert to jumpgate," the game is missing mods/apis. The team is actively taking a look at how to get this working. I'll keep thread updated next week on the progress or solution. keithcurtis said: Doug E. said: keithcurtis said: Doug E. said: When converting an existing game, will the Legacy copy that is created also keep the players and mods? I mean, why would I want to do this rather than just copy a game and check the Jumpgate button? Especially if I have to re-add the mods anyway? Hi Doug! Copied games have never been able to duplicate the mods. There is a technical reason for this, but it's above my head. I'm not sure what you mean by "the Legacy copy that is created", if you are converting a legacy game to Jumpgate, it is the Jumpgate game that is being created. The legacy game is untouched. As for why keep the players in the old game, I suspect so that if the whole prcoess goes awray, you can always fall back on your old, intact game. You can boot players from the old game or delete it if you have no intention of using it again. I'm referring to    here  where is says,  "When you "Convert to Jumgpate" from within the VTT, a legacy backup copy will be created  and accessible on your "My Games" page." My point is that it is a feature that I will never use unless it also copies the mods (which I didn't expect to but there is always hope). To my mind, it is far better to just copy the game with the Jumpgate option. Thanks, I had never even seen that, always using the "make a Jumpgate copy" route.
As another data point, I converted a game to JumpGate from within the game this morning, and it looked like the multiple API scripts I had already added stayed put. Of course, the API didn’t seem to be working regardless of if I set it to Default/Normal or “Experimental” mode, so take that for what it’s worth…  (this is a game I’m still in the process of setting up, trying to figure out how to run a 2024 campaign with the current state of Roll20, so I didn’t mind risking its integrity)
Hi Mike - thanks for checking in on this. We have been tracking this issue and it's in our pipeline of work following some other critical/game-breaking fixes. Mike E said: Hiya Roll20.  I have submitted this on a feedback form but wanted to post up again as this is an issue that existed since day one of the beta launch. In this picture, my token is standing next to a dynamic lighting wall barrier.  In this picture, I have moved my token to the right and have ended up 50% of the way through the wall barrier.   In this picture, I have moved my token to left again, and the token is now misaligned with the grid.  Tokens SHOUDLD NOT be able to move half way through a wall barrier.  This was not an issue in pre-Jumpgate games.   Thanks 
Weird behaviour last night.. normally when a token is 0 hp and moved to the token layer the hp bar and token name disappear.. last night they didn't though and it adds to the screen clutter..
Hi Joe - it looks like you might be using the new D&D 2024 sheet? The API compatibility with D&D 2024 is a sheet-specific topic, and is not related to Jumgpate functionality. For that reason, you may not be hearing much about it on this Forum thread, and there will be additional information posted of the upcoming weeks in Announcements Forum to update the community. For the time being, wanted to pass along a bit more context from the teams that look after our sheets: "We have basic Mod Script support for the new sheet available now (in the Experimental version of the API sandbox). We are working on further expanding that support over the next few weeks. In addition to that, we're going to try and work with community script authors of existing popular 5E scripts to see about updating them for the new sheet. Since it is a new sheet, there are changes required to existing scripts, but we're trying to do our best to keep those changes as small as possible. We'll keep you all posted as we get that underway."" Joe said: As another data point, I converted a game to JumpGate from within the game this morning, and it looked like the multiple API scripts I had already added stayed put. Of course, the API didn’t seem to be working regardless of if I set it to Default/Normal or “Experimental” mode, so take that for what it’s worth…  (this is a game I’m still in the process of setting up, trying to figure out how to run a 2024 campaign with the current state of Roll20, so I didn’t mind risking its integrity)
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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Lavi
Roll20 Team
Hi Doug, Rick and Keith -  We released an update a couple of hours ago that ensures that Mod (API) scripts are also present in the Classic copy of the game when using "Convert to Jumpgate" from within the VTT. We hope this really eases the process to convert games from Classic to Jumpgate. We also took this opportunity to extend this capability - now the option to copy Mods (API) scripts is available when copying ANY game . Thanks again for highlighting this! Lavi said: Doug and Rick - thanks for highlighting this difference that when you "convert to jumpgate," the game is missing mods/apis. The team is actively taking a look at how to get this working. I'll keep thread updated next week on the progress or solution. keithcurtis said: Doug E. said: keithcurtis said: Doug E. said: When converting an existing game, will the Legacy copy that is created also keep the players and mods? I mean, why would I want to do this rather than just copy a game and check the Jumpgate button? Especially if I have to re-add the mods anyway? Hi Doug! Copied games have never been able to duplicate the mods. There is a technical reason for this, but it's above my head. I'm not sure what you mean by "the Legacy copy that is created", if you are converting a legacy game to Jumpgate, it is the Jumpgate game that is being created. The legacy game is untouched. As for why keep the players in the old game, I suspect so that if the whole prcoess goes awray, you can always fall back on your old, intact game. You can boot players from the old game or delete it if you have no intention of using it again. I'm referring to    here  where is says,  "When you "Convert to Jumgpate" from within the VTT, a legacy backup copy will be created  and accessible on your "My Games" page." My point is that it is a feature that I will never use unless it also copies the mods (which I didn't expect to but there is always hope). To my mind, it is far better to just copy the game with the Jumpgate option. Thanks, I had never even seen that, always using the "make a Jumpgate copy" route.