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Project Jumpgate: officially out of beta

Project Jumpgate is officially out of beta and the default choice when creating a new game! Roll20’s Improved Tabletop experience brings game-changing performance upgrades, faster speeds, expanded features, and tons of quality-of-life improvements to make it easier than ever to play your way! For a refresher on Jumpgate, its performance and feature upgrades, and what comes next, check out this Blog post .
I cannot get the Script: Marching Order to work in Jumpgate. I am using the Firefox browser. It worked on Legacy but since I migrated to Jumpgate it doesn't work. I have tried deleting it and reinstalling it, no help.
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Brian C.
Pro
Marketplace Creator
Compendium Curator
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.
Hi, Is there an easy way to convert a current game to Jumpgate ?
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Brian C.
Pro
Marketplace Creator
Compendium Curator
FFR said: Hi, Is there an easy way to convert a current game to Jumpgate ? Copy the game.
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Edited 1736354218
So far my game is going fairly well after converting to jumpgate, other than three annoyances; Players are sometimes seeing duplicates of their tokens. I can fix this for them by moving the player ribbon to a different map then back again. Sometimes, when placing or moving light-emitting tokens, the entire browser tab will "lock up", requiring a refresh or game re-start to fix. When using the Turnmarker1&nbsp; MOD, the turn marker will appear above the token, requiring me to select it and "Send to back". (In another thread, the MOD creator, The Aaron, says that he's looking into this) Edit: Fixed typos
I cannot get the Script: Marching Order to work in Jumpgate. When converting from Legacy to Jumpgate a space was somehow added to the end of my 'Display Name' in the Settings tab. When I removed the space Marching Order started working. All is well with my world!
1736356186
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Brian C. said: Wait, what? The token went through the wall... That looks very odd. Can you give repro steps? I can't duplicate and I'd like to know what's going on. PS. Thanks for the Pyramus and Thisbe. That made me chuckle.
Brian - could you share your game link via a DM so we could take a look at your game directly?&nbsp; Brian C. said: 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.
Last night I had a Flaming Sphere token on the map assigned to a player. (Had been assigned since previous session, where we had no issues with it.) Neither one of use could select or move it. Put down another one and it worked fine…
I have a feeling this is because your wall lines are too thin. Using a thicker line probably will fix that? Brian C. said: 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.
Ever since the introduction of the new Fog of War since the legacy system, I've not once been able to successfully use Explorer Mode without at least one player suddenly exploring a large portion of the map that's behind a wall when they move their token. Jumpgate hasn't fixed this as is apparent above.
1736367511
Brian C.
Pro
Marketplace Creator
Compendium Curator
You missed the part where I said I changed line thickness. Even then, I would be bitterly disappointed if Roll20 cut corners so that Small line thickness no longer worked. I have dozens of adventure products that use Small line thickness because on some maps the walls are so thin that anything thicker will block the wall from both directions. The players for a customer will not be able to tell where the wall ends and the door begins because everything is covered up. That is only an issue because the last time that the lighting system was rewritten, Roll20 decided that walls would block light at their outer perimeter instead of down the centerline of the wall. Before that it did not matter which thickness you used, all lines blocked light at the same point, and they all worked. When the beta for that one first came out, I immediately raised the impact it would have on all of the released adventures for me and my clients. This was before Windows &amp; Doors, and I used Thick orange lines for doors so they were easy to select and Thin blue lines so that it was very difficult to accidentally move a wall. Because all walls only blocked light from the centerline regardless of thickness, doors and walls lined up especially secret doors . With that change, the silhouettes of all the secret doors on all the products for me and my clients suddenly popped out from the perspective of the players. When I brought this up in the first month of that beta, the response I got was, to paraphrase, "Eh, tough." In the first major rewrite of the lighting engine, Roll20 removed the ability to restrict how far Advanced Fog of War (predecessor to Explorer Mode) checked for visible tiles. This caused a massive degradation in the performance of AFoW in the new lighting engine because the engine now had to check so much more of the map. It also broke overland exploration maps in my products, which would reveal the maps as the party travelled. The response during that beta was, to paraphrase, "We didn't know that was how the old lighting system worked, but tough." If Small lines no longer work in Jumpgate and are not going to be fixed, I would be looking at updating hundreds of maps on dozens of products that have to be updated now . That is a lot of unpaid time, and I would have to choose between letting schedules slip on new products or have a bunch of dissatisfied customers that return my products because they don't work with Jumpgate.&nbsp; Hopefully, that is not the case. As I wrote earlier, I did try he Regular line thickness with the same results (shown in the first GIF). Coldin said: I have a feeling this is because your wall lines are too thin. Using a thicker line probably will fix that? Brian C. said: 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.
1736382232
David M.
Pro
API Scripter
Brian C. said: Wait, what? The token went through the wall. Sorry if I missed this in your description, but did you double-check that the Lines Block Movement option is enabled for that map?
Brian - thanks again for raising this and sharing your game link so we can take a deeper look. With your input here we were able to replicate this issue in older games, which is massively helpful to our investigation. We are now the process of narrowing in on the root cause, potentially having something to do with conversion of games and/or original UDL conversion. Need a bit more time to lock this down, and I'll keep you updated here. e Brian C. said: You missed the part where I said I changed line thickness. Even then, I would be bitterly disappointed if Roll20 cut corners so that Small line thickness no longer worked. I have dozens of adventure products that use Small line thickness because on some maps the walls are so thin that anything thicker will block the wall from both directions. The players for a customer will not be able to tell where the wall ends and the door begins because everything is covered up. That is only an issue because the last time that the lighting system was rewritten, Roll20 decided that walls would block light at their outer perimeter instead of down the centerline of the wall. Before that it did not matter which thickness you used, all lines blocked light at the same point, and they all worked. When the beta for that one first came out, I immediately raised the impact it would have on all of the released adventures for me and my clients. This was before Windows &amp; Doors, and I used Thick orange lines for doors so they were easy to select and Thin blue lines so that it was very difficult to accidentally move a wall. Because all walls only blocked light from the centerline regardless of thickness, doors and walls lined up especially secret doors . With that change, the silhouettes of all the secret doors on all the products for me and my clients suddenly popped out from the perspective of the players. When I brought this up in the first month of that beta, the response I got was, to paraphrase, "Eh, tough." In the first major rewrite of the lighting engine, Roll20 removed the ability to restrict how far Advanced Fog of War (predecessor to Explorer Mode) checked for visible tiles. This caused a massive degradation in the performance of AFoW in the new lighting engine because the engine now had to check so much more of the map. It also broke overland exploration maps in my products, which would reveal the maps as the party travelled. The response during that beta was, to paraphrase, "We didn't know that was how the old lighting system worked, but tough." If Small lines no longer work in Jumpgate and are not going to be fixed, I would be looking at updating hundreds of maps on dozens of products that have to be updated now . That is a lot of unpaid time, and I would have to choose between letting schedules slip on new products or have a bunch of dissatisfied customers that return my products because they don't work with Jumpgate.&nbsp; Hopefully, that is not the case. As I wrote earlier, I did try he Regular line thickness with the same results (shown in the first GIF). Coldin said: I have a feeling this is because your wall lines are too thin. Using a thicker line probably will fix that? Brian C. said: 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.
1736383444

Edited 1736383470
Brian C.
Pro
Marketplace Creator
Compendium Curator
You're welcome. Both maps are from a product created/released in December 2023.&nbsp; It was added to my game December 2024. The map with orthogonal lines had DL walls set up before the game was converted to Jumpgate. The cave map that revealed the entire terrain had lines added after the game was converted to Jumpgate. I'm glad this helped, but it took me a combined 5 minutes to find both of these. I only bothered checking the two maps, and it was the first time I had bothered trying Jumpgate. The testing before features are released is incomplete. Lavi said: Brian - thanks again for raising this and sharing your game link so we can take a deeper look. With your input here we were able to replicate this issue in older games, which is massively helpful to our investigation. We are now the process of narrowing in on the root cause, potentially having something to do with conversion of games and/or original UDL conversion. Need a bit more time to lock this down, and I'll keep you updated here. e Brian C. said: You missed the part where I said I changed line thickness. Even then, I would be bitterly disappointed if Roll20 cut corners so that Small line thickness no longer worked. I have dozens of adventure products that use Small line thickness because on some maps the walls are so thin that anything thicker will block the wall from both directions. The players for a customer will not be able to tell where the wall ends and the door begins because everything is covered up. That is only an issue because the last time that the lighting system was rewritten, Roll20 decided that walls would block light at their outer perimeter instead of down the centerline of the wall. Before that it did not matter which thickness you used, all lines blocked light at the same point, and they all worked. When the beta for that one first came out, I immediately raised the impact it would have on all of the released adventures for me and my clients. This was before Windows &amp; Doors, and I used Thick orange lines for doors so they were easy to select and Thin blue lines so that it was very difficult to accidentally move a wall. Because all walls only blocked light from the centerline regardless of thickness, doors and walls lined up especially secret doors . With that change, the silhouettes of all the secret doors on all the products for me and my clients suddenly popped out from the perspective of the players. When I brought this up in the first month of that beta, the response I got was, to paraphrase, "Eh, tough." In the first major rewrite of the lighting engine, Roll20 removed the ability to restrict how far Advanced Fog of War (predecessor to Explorer Mode) checked for visible tiles. This caused a massive degradation in the performance of AFoW in the new lighting engine because the engine now had to check so much more of the map. It also broke overland exploration maps in my products, which would reveal the maps as the party travelled. The response during that beta was, to paraphrase, "We didn't know that was how the old lighting system worked, but tough." If Small lines no longer work in Jumpgate and are not going to be fixed, I would be looking at updating hundreds of maps on dozens of products that have to be updated now . That is a lot of unpaid time, and I would have to choose between letting schedules slip on new products or have a bunch of dissatisfied customers that return my products because they don't work with Jumpgate.&nbsp; Hopefully, that is not the case. As I wrote earlier, I did try he Regular line thickness with the same results (shown in the first GIF). Coldin said: I have a feeling this is because your wall lines are too thin. Using a thicker line probably will fix that? Brian C. said: 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.
1736383531
Brian C.
Pro
Marketplace Creator
Compendium Curator
David M. said: Brian C. said: Wait, what? The token went through the wall. Sorry if I missed this in your description, but did you double-check that the Lines Block Movement option is enabled for that map? Yes, it was enabled. The GIF shows that parts of the walls block movement and other parts don't.
Lavi said: Brian - With your input here we were able to replicate this issue in older games, which is massively helpful to our investigation. Brian C. said: You're welcome. Both maps are from a product created/released in December 2023.&nbsp; It was added to my game December 2024. This is disconcerting, because I have games that are about 10 years old. And it also explains why I still have not converted anything over to JumpGate.
Brian C. said: I'm glad this helped, but it took me a combined 5 minutes to find both of these. I only bothered checking the two maps, and it was the first time I had bothered trying Jumpgate. That is indeed concerning, but not in anyway surprising to those of us who have been on this platform for a while (to which you previously eluded).&nbsp; Roll20 needs better management, QA processes, etc.&nbsp; The staff turnover rate is high and when people of importance depart, there is no notice (but they sure make a big deal with announcements when someone of importance joins the staff.) I'd love to see an overhaul on how they do things and how they communicate what they are doing to the user base so I could have confidence in this service once again, but sadly, I don't see that happening anytime soon. -Adam
Hi Brian C., Adam &amp; Brett, We have figured out the changes released this Tuesday that bubbled up to the collision data being inaccurate. It was related to some changes we made to help render some of the legacy lines as the new Jumpgate line data format. We understand how critical this is for folks running their games and we’re actively seeking a fix before this weekend hits. The fix should resolve the issues seen in the thread related to Dynamic Lighting Lines automatically. We will let the folks in the thread know where that solution is by tomorrow. Warm Regards,&nbsp; Corey J, Roll20 Engineer Brian C. said: You're welcome. Both maps are from a product created/released in December 2023.&nbsp; It was added to my game December 2024. The map with orthogonal lines had DL walls set up before the game was converted to Jumpgate. The cave map that revealed the entire terrain had lines added after the game was converted to Jumpgate. I'm glad this helped, but it took me a combined 5 minutes to find both of these. I only bothered checking the two maps, and it was the first time I had bothered trying Jumpgate. The testing before features are released is incomplete. Lavi said: Brian - thanks again for raising this and sharing your game link so we can take a deeper look. With your input here we were able to replicate this issue in older games, which is massively helpful to our investigation. We are now the process of narrowing in on the root cause, potentially having something to do with conversion of games and/or original UDL conversion. Need a bit more time to lock this down, and I'll keep you updated here. e Brian C. said: You missed the part where I said I changed line thickness. Even then, I would be bitterly disappointed if Roll20 cut corners so that Small line thickness no longer worked. I have dozens of adventure products that use Small line thickness because on some maps the walls are so thin that anything thicker will block the wall from both directions. The players for a customer will not be able to tell where the wall ends and the door begins because everything is covered up. That is only an issue because the last time that the lighting system was rewritten, Roll20 decided that walls would block light at their outer perimeter instead of down the centerline of the wall. Before that it did not matter which thickness you used, all lines blocked light at the same point, and they all worked. When the beta for that one first came out, I immediately raised the impact it would have on all of the released adventures for me and my clients. This was before Windows &amp; Doors, and I used Thick orange lines for doors so they were easy to select and Thin blue lines so that it was very difficult to accidentally move a wall. Because all walls only blocked light from the centerline regardless of thickness, doors and walls lined up especially secret doors . With that change, the silhouettes of all the secret doors on all the products for me and my clients suddenly popped out from the perspective of the players. When I brought this up in the first month of that beta, the response I got was, to paraphrase, "Eh, tough." In the first major rewrite of the lighting engine, Roll20 removed the ability to restrict how far Advanced Fog of War (predecessor to Explorer Mode) checked for visible tiles. This caused a massive degradation in the performance of AFoW in the new lighting engine because the engine now had to check so much more of the map. It also broke overland exploration maps in my products, which would reveal the maps as the party travelled. The response during that beta was, to paraphrase, "We didn't know that was how the old lighting system worked, but tough." If Small lines no longer work in Jumpgate and are not going to be fixed, I would be looking at updating hundreds of maps on dozens of products that have to be updated now . That is a lot of unpaid time, and I would have to choose between letting schedules slip on new products or have a bunch of dissatisfied customers that return my products because they don't work with Jumpgate.&nbsp; Hopefully, that is not the case. As I wrote earlier, I did try he Regular line thickness with the same results (shown in the first GIF). Coldin said: I have a feeling this is because your wall lines are too thin. Using a thicker line probably will fix that? Brian C. said: 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.
1736448356
Brian C.
Pro
Marketplace Creator
Compendium Curator
Thanks for the update. Corey J. said: Hi Brian C., Adam &amp; Brett, We have figured out the changes released this Tuesday that bubbled up to the collision data being inaccurate. It was related to some changes we made to help render some of the legacy lines as the new Jumpgate line data format. We understand how critical this is for folks running their games and we’re actively seeking a fix before this weekend hits. The fix should resolve the issues seen in the thread related to Dynamic Lighting Lines automatically. We will let the folks in the thread know where that solution is by tomorrow. Warm Regards,&nbsp; Corey J, Roll20 Engineer
FFR said: Hi, Is there an easy way to convert a current game to Jumpgate ? Hey FFR - As Brian C. mentioned, you can make a copy of your game and select the Jumpgate toggle from copy game screen. We’ve also added a "Convert to Jumpgate" button that upgrades your existing game while automatically creating a backup for peace of mind.&nbsp;You'll see that button in the in-game settings tab if you're the game owner.
Rick A. said: So far my game is going fairly well after converting to jumpgate, other than three annoyances; Players are sometimes seeing duplicates of their tokens. I can fix this for them by moving the player ribbon to a different map then back again. Sometimes, when placing or moving light-emitting tokens, the entire browser tab will "lock up", requiring a refresh or game re-start to fix. When using the Turnmarker1&nbsp; MOD, the turn marker will appear above the token, requiring me to select it and "Send to back". (In another thread, the MOD creator, The Aaron, says that he's looking into this) Edit: Fixed typos Hi&nbsp;Rick A. - For the duplicate token problem, do you happen to remember if there was a particular action or point that it started happening? Is it just when you load into the game or a particular page? Or is it more related to the movement of tokens and/or adding them to the tabletop? In regards to the browser lock-up lighting issue, just to make sure, when this occurs, is there a roll20 error modal that pops up? Or does the browser tab just crash? Also, if it’s not too much trouble, would you mind DM’ing me a link to the game where this happened along with a rough outline of your computer specs (operating system, browser, RAM amount, and&nbsp; GPU make/model) ? Based on your description it sounds like it might have been a WebGL crash, or that your device ran out of memory, but would love to dig in more. As for the Turnmarker mod script issue, w e’ve been working with The Aaron on some Jumpgate API stuff, so I’ll follow up with him and see if I can get some more information there. Thank you for the reports!
Nicholas said: Rick A. said: So far my game is going fairly well after converting to jumpgate, other than three annoyances; Players are sometimes seeing duplicates of their tokens. I can fix this for them by moving the player ribbon to a different map then back again. Sometimes, when placing or moving light-emitting tokens, the entire browser tab will "lock up", requiring a refresh or game re-start to fix. When using the Turnmarker1&nbsp; MOD, the turn marker will appear above the token, requiring me to select it and "Send to back". (In another thread, the MOD creator, The Aaron, says that he's looking into this) Edit: Fixed typos Hi&nbsp;Rick A. - For the duplicate token problem, do you happen to remember if there was a particular action or point that it started happening? Is it just when you load into the game or a particular page? Or is it more related to the movement of tokens and/or adding them to the tabletop? In regards to the browser lock-up lighting issue, just to make sure, when this occurs, is there a roll20 error modal that pops up? Or does the browser tab just crash? Also, if it’s not too much trouble, would you mind DM’ing me a link to the game where this happened along with a rough outline of your computer specs (operating system, browser, RAM amount, and&nbsp; GPU make/model) ? Based on your description it sounds like it might have been a WebGL crash, or that your device ran out of memory, but would love to dig in more. As for the Turnmarker mod script issue, w e’ve been working with The Aaron on some Jumpgate API stuff, so I’ll follow up with him and see if I can get some more information there. Thank you for the reports! Hi Nicholas, The duplicate token happens (sporadically) when a token is placed on a map. It's happened on both large and small maps that use dynamic lighting, and to more than one player, with both Chrome and Firefox. One player for which this is happening is using a Windows PC that they also use for graphics editing; another is using basic Windows PC from a big box store (an HP, I think). When I experience the browser tab lockup, there is no error message; the tab just stops responding. I'm sending you a DM with the other info.
Hey Everyone, We have rolled back the line rendering update we pushed out earlier this week and that should be live now. Collision of tokens against walls should be working just as it did the week prior. Thanks again for the info and we’ll try not to let the collision coupling of the path data fall through the cracks when we reintroduce the fix in the near future. Cheers Brian C. said: Thanks for the update. Corey J. said: Hi Brian C., Adam &amp; Brett, We have figured out the changes released this Tuesday that bubbled up to the collision data being inaccurate. It was related to some changes we made to help render some of the legacy lines as the new Jumpgate line data format. We understand how critical this is for folks running their games and we’re actively seeking a fix before this weekend hits. The fix should resolve the issues seen in the thread related to Dynamic Lighting Lines automatically. We will let the folks in the thread know where that solution is by tomorrow. Warm Regards,&nbsp; Corey J, Roll20 Engineer
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Brian C.
Pro
Marketplace Creator
Compendium Curator
Cheers Corey J. &nbsp;said: Hey Everyone, We have rolled back the line rendering update we pushed out earlier this week and that should be live now. Collision of tokens against walls should be working just as it did the week prior. Thanks again for the info and we’ll try not to let the collision coupling of the path data fall through the cracks when we reintroduce the fix in the near future. Cheers Brian C. &nbsp;said: Thanks for the update. Corey J. &nbsp;said: Hi Brian C., Adam &amp; Brett, We have figured out the changes released this Tuesday that bubbled up to the collision data being inaccurate. It was related to some changes we made to help render some of the legacy lines as the new Jumpgate line data format. We understand how critical this is for folks running their games and we’re actively seeking a fix before this weekend hits. The fix should resolve the issues seen in the thread related to Dynamic Lighting Lines automatically. We will let the folks in the thread know where that solution is by tomorrow. Warm Regards,&nbsp; Corey J, Roll20 Engineer
Liking Jumpgate. Two comments: 1 - I can't figure out how to add nameplates to tokens. 2 - In the new 5e character sheet, when you add a spell, you have to scroll all the way to the bottom to mark it as an attack. If you don't select it as an attack when you first enter the spell, you can't later edit the spell to make it attack. I had to delete the spells and reenter them. Being able to edit would help. Having the attack button near the top of the sheet would be even better.
Hi Lavi.&nbsp; Good to see progress!&nbsp; The issue regarding slowdown of animations and the jittering of music which is seemingly related still persists.&nbsp; This is a big issue for me as I like to use immersion in my games.&nbsp; To summarise again, if I have an animation overlay on a map (e.g rain) it works ok on load up.&nbsp; Any music also generally works ok on load up.&nbsp; If I then switch to another map with an animation (e.g. Snow), the animation slows right down and the music stutters badly.&nbsp; Cycling through maps with further animations makes it worse and worse until you press F5 which seems to set you back at square one.&nbsp;&nbsp;
Nicholas, Thanks for response. I asked because I hadn't copied a game for a very long time and recall having had to re set up API mods. I have now copies a game over and see this now includes copying mods which is a major time saver. I'll be sure to check out the convert option in the future. Nicholas said: FFR said: Hi, Is there an easy way to convert a current game to Jumpgate ? Hey FFR - As Brian C. mentioned, you can make a copy of your game and select the Jumpgate toggle from copy game screen. We’ve also added a "Convert to Jumpgate" button that upgrades your existing game while automatically creating a backup for peace of mind.&nbsp;You'll see that button in the in-game settings tab if you're the game owner.
Nicholas implemented the change to copy Mod (API) scripts as part of game copy back in September, and we are happy to hear you're excited about it like we are! FFR said: Nicholas, Thanks for response. I asked because I hadn't copied a game for a very long time and recall having had to re set up API mods. I have now copies a game over and see this now includes copying mods which is a major time saver. I'll be sure to check out the convert option in the future. Nicholas said: FFR said: Hi, Is there an easy way to convert a current game to Jumpgate ? Hey FFR - As Brian C. mentioned, you can make a copy of your game and select the Jumpgate toggle from copy game screen. We’ve also added a "Convert to Jumpgate" button that upgrades your existing game while automatically creating a backup for peace of mind.&nbsp;You'll see that button in the in-game settings tab if you're the game owner.
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keithcurtis
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Marketplace Creator
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Hi Jeb! Question number 2 would be better asked on the&nbsp;D&amp;D 5e (2024) Sheet feedback thread, rather than Jumpgate. But as for #1, what have you tried, and what has not behaved as expected? To add a nameplate to a token requires opening the token settings (a double-click is probably easiest), and clicking the "nameplate" box. This will display it for the GM. To make sure players can see it, there is a 3-dot dropdown button just above the nameplate field: EDIT : "GM can see nameplate" down below, while technically true, should be labeled as "required for nameplate to show to anybody". The GM can always see a nameplate that is turned on. The two permissions fields control who else can see that nameplate. If you click of the master nameplate checkbox, no one can see the nameplate, regardless of permissions. If you want these changes to be there next time you pull out the token, be sure to save it as the default token for that character.
Hi, I'm not sure if the project jumpgate release made other changes, but I'm no longer able to run my game at all on Firefox.&nbsp; Everything seems to be working ok in Chrome, but all my players use firefox, so we won't be able to play this weekend if this keeps up.&nbsp; Details to hopefully help debug follow.... I have a map that my team and I have been using without a problem for the last 3 weekends, it has 4 players on it plus dynamic lighting and explorer mode.&nbsp; That map suddenly started breaking terribly.&nbsp; First I get warning about hardware acceleration not being set up properly (it is) and then simply trying to move a token gives this JS stack trace: Uncaught TypeError: 'vertexAttribDivisorANGLE' called on an object that does not implement interface ANGLE_instanced_arrays. &nbsp;&nbsp;&nbsp;&nbsp; setup <a href="https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js" rel="nofollow">https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js</a> : 5867 &nbsp;&nbsp;&nbsp;&nbsp; execute <a href="https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js" rel="nofollow">https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js</a> : 5867 &nbsp;&nbsp;&nbsp;&nbsp; draw <a href="https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js" rel="nofollow">https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js</a> : 47164 &nbsp;&nbsp;&nbsp;&nbsp; clearViewportInMovementRegion <a href="https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js" rel="nofollow">https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js</a> : 47164 &nbsp;&nbsp;&nbsp;&nbsp; drawMasking <a href="https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js" rel="nofollow">https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js</a> : 5867 &nbsp;&nbsp;&nbsp;&nbsp; execute <a href="https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js" rel="nofollow">https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js</a> : 5867 &nbsp;&nbsp;&nbsp;&nbsp; render <a href="https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js" rel="nofollow">https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js</a> : 47164 &nbsp;&nbsp;&nbsp;&nbsp; renderLoop <a href="https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js" rel="nofollow">https://cdn.roll20.net/vtt/legacy/production/latest/vtt.bundle.3f74c38942c2bbc91838.js</a> : 47164 I made a copy of the game using Jumpgate, and that won't even start at all in Firefox (blank black map). JS stack trace in Firefox starts having trouble with Jumpgate on startup:&nbsp; Content-Security-Policy: The page’s settings blocked an event handler (script-src-attr) from being executed because it violates the following directive: “script-src 'self' 'unsafe-eval' 'nonce-A5zdWGyZ6pax7MFI' 'nonce-eRVxyZk4weMyrNed' <a href="https://cdn.roll20.net" rel="nofollow">https://cdn.roll20.net</a> blob: <a href="https://www.datadoghq-browser-agent.com" rel="nofollow">https://www.datadoghq-browser-agent.com</a> <a href="http://cdn.inspectlet.com" rel="nofollow">http://cdn.inspectlet.com</a> https://*.googlesyndication.com https://*.doubleclick.net <a href="https://partner.googleadservices.com" rel="nofollow">https://partner.googleadservices.com</a> <a href="https://www.googletagservices.com" rel="nofollow">https://www.googletagservices.com</a> <a href="https://ssl.google-analytics.com" rel="nofollow">https://ssl.google-analytics.com</a> <a href="https://www.google-analytics.com" rel="nofollow">https://www.google-analytics.com</a> <a href="https://ajax.googleapis.com" rel="nofollow">https://ajax.googleapis.com</a> <a href="https://apis.google.com" rel="nofollow">https://apis.google.com</a> <a href="http://ajax.googleapis.com" rel="nofollow">http://ajax.googleapis.com</a> <a href="https://d3clqjduf2gvxg.cloudfront.net" rel="nofollow">https://d3clqjduf2gvxg.cloudfront.net</a> <a href="https://cdn.firebase.com" rel="nofollow">https://cdn.firebase.com</a> https://*.firebaseio.com https://*.tokbox.com https://*.opentok.com <a href="http://static.opentok.com" rel="nofollow">http://static.opentok.com</a> <a href="http://www.google-analytics.com" rel="nofollow">http://www.google-analytics.com</a> <a href="http://cdn.crowdin.com" rel="nofollow">http://cdn.crowdin.com</a> <a href="https://crowdin.com" rel="nofollow">https://crowdin.com</a> <a href="http://stun.l.google.com" rel="nofollow">http://stun.l.google.com</a> https://*.sentry-cdn.com <a href="https://www.googletagmanager.com" rel="nofollow">https://www.googletagmanager.com</a> https://*.refiner.io https://*.maze.co ” then it quickly gives me:&nbsp; Uncaught TypeError: this.canvas is undefined &nbsp;&nbsp;&nbsp;&nbsp; nx <a href="https://cdn.roll20.net/vtt/jumpgate/production/latest/vtt.bundle.c4eaff008ae9d574f7ac.js" rel="nofollow">https://cdn.roll20.net/vtt/jumpgate/production/latest/vtt.bundle.c4eaff008ae9d574f7ac.js</a> : 6725 &nbsp;&nbsp;&nbsp;&nbsp; bn <a href="https://cdn.roll20.net/vtt/jumpgate/production/latest/vtt.bundle.c4eaff008ae9d574f7ac.js" rel="nofollow">https://cdn.roll20.net/vtt/jumpgate/production/latest/vtt.bundle.c4eaff008ae9d574f7ac.js</a> : 6752 &nbsp;&nbsp;&nbsp;&nbsp; &lt;anonymous&gt; <a href="https://cdn.roll20.net/vtt/jumpgate/production/latest/vtt.bundle.c4eaff008ae9d574f7ac.js" rel="nofollow">https://cdn.roll20.net/vtt/jumpgate/production/latest/vtt.bundle.c4eaff008ae9d574f7ac.js</a> : 49445 Then it just stops doing anything.
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keithcurtis
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API Scripter
Hi Korotib! Although this thread is monitored by the dev team, you might have better response with a&nbsp; Help Center Request . That creates a ticket that has to be addressed. You might also consider attaching a&nbsp; Console Log ( Chrome , Firefox ).
No journal NPC character sheets would open for my Tuesday game…
Follow-up on my prior post, I think there's a cloud deployment problem somewhere.&nbsp; Things are working fine on some of my laptops (all the same OS and Firefox version) but not others.&nbsp; Weird.&nbsp; Hopefully it will sort itself out over time.&nbsp; Thanks keithcurtis for pointing me in the right direction (full bug report with console log already submitted). Meanwhile, I've gotta say, Jumpgate looks GREAT!&nbsp; I especially enjoy the zoom centering on the mouse position, makes big maps a lot easier to manage.
Hi, I haven't converted any of my games to jumpgate but a friend of mine opened a new game using jump gate and my current browser is unable to launch the game, I'm using Brave, a google chrome based browser which never in the past 3 years gave me issues, any ideas on how to solve this issue?
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Andrew R.
Pro
Sheet Author
Test the game in Chrome and Firefox, and in an Incognito / Private Browsing window. I always launch games in a Firefox Private Browser window so I have very few problems with game launches.
I'm on firefox.&nbsp; The game isn't loading at all.&nbsp; Just keeps getting stuck on hatching dragons or recalculating splines.&nbsp; Thought I would attempt to upgrade with the dungeons and dragons 2024 books I bought.&nbsp; I'm glad I haven't gone that far in an attempt to make the game... although, I need to remember how to delete games.&nbsp; It has been a while.&nbsp;
LostDragon said: I'm on firefox.&nbsp; The game isn't loading at all.&nbsp; Just keeps getting stuck on hatching dragons or recalculating splines.&nbsp; Thought I would attempt to upgrade with the dungeons and dragons 2024 books I bought.&nbsp; I'm glad I haven't gone that far in an attempt to make the game... although, I need to remember how to delete games.&nbsp; It has been a while.&nbsp; I don't even get past the "Loading" sign :(
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keithcurtis
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For those of you having trouble loading a game (any game) here are my recommendations in order: Delete Cache and cookies Test in a private browsing (Incognito) window Test in a different browser Test on a different machine (if available) If none of those make a difference, then capture a&nbsp; Console Log ( Chrome , Firefox ) and send it with a description of the issue and a link to the game to Roll20 in a&nbsp; Help Center Request . That will create a ticket, and give the team some basic information on what the issue might be,
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Since I am using Jumpgate there is one annoyance. - with activated dynamic lighting - outside the line of side. My players are able to see name plates and if they hover above those names the get the tooltip. Sure.... I can solve this... by not showing the player name plates and not showing the tooltip to the players at all. But it's still mocking me.
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- with activated dynamic lighting - outside the line of side. My players are able to see name plates and if they hover above those names the get the tooltip. From my tests in Chrome, I too see bugs regarding the visibility of nameplates and tooltips. For me, players can always see the tooltips on tokens out of line of sight by hovering their mouse over the location of the token. Nameplates are a little better — they are hidden if you move a token out of line of sight to another position out of line of sight. The visibility of a token's nameplate after a move seems to be based on the visibility of the token in its starting position. So the opposite condition also is buggy — if you move a token from a hidden location to a visible location the nameplate does not appear (until you move it from a visible location to another visible location). Another bug with the visibility of nameplates is that if you put a token on the GM layer that is out of the line of sight and then change it to token layer, the players see the nameplate briefly flash into visibility before being hidden. Edit: I've filed these nameplate visibility bugs as Help Center Request # 288943 with short video clips demonstrating them.
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The campaign i am part of that has been using Jumpgate for over a month is constantly having issues. The most obnoxious one, but by no means the only one, is that we will edit our character sheets and the edits will pretend to save, but revert instantly. For example, my character has a crossbow I dragged over from the compendium, for some reason the item description that pops up includes the long definition on how ammo works. multiple times i have opened and edited the item to remove the text and then hit save. It still displays the text when i use my crossbow, and when i open the item description my edits are still "saved".&nbsp; Other issues include stat bonuses not being correctly applied to rolls, character sheets not saving stat changes, etc. My whole group is incredibly frustrated and would revert to the old version of roll20 in a heartbeat if it was allowed and if d&amp;d2024 was supported.&nbsp; Please fix jump gate. The continual frustration we are all experiencing is greatly impacting our ability to play.&nbsp;
I don't believe these are jumpgate issues. I believe these are issues with the 2024 character sheet which have been posted previously in that forum. They happen in non-jumpgate games too, IIRC. Mary Ann said: The campaign i am part of that has been using Jumpgate for over a month is constantly having issues. The most obnoxious one, but by no means the only one, is that we will edit our character sheets and the edits will pretend to save, but revert instantly. For example, my character has a crossbow I dragged over from the compendium, for some reason the item description that pops up includes the long definition on how ammo works. multiple times i have opened and edited the item to remove the text and then hit save. It still displays the text when i use my crossbow, and when i open the item description my edits are still "saved".&nbsp; Other issues include stat bonuses not being correctly applied to rolls, character sheets not saving stat changes, etc. My whole group is incredibly frustrated and would revert to the old version of roll20 in a heartbeat if it was allowed and if d&amp;d2024 was supported.&nbsp; Please fix jump gate. The continual frustration we are all experiencing is greatly impacting our ability to play.&nbsp;
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PROBLEM: When opening the Dice Roller it stays behind the left bar and is NOT movable! Latest Firefox, Incognito Mode, NO extensions active!
I had a weird thing tonight were monster damage wouldn't roll.. attacks fine, just not the damage.&nbsp; It's happened before, but can't remember if it's jumpgate specific.
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keithcurtis
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Marketplace Creator
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TheMarkus1204 said: PROBLEM: When opening the Dice Roller it stays behind the left bar and is NOT movable! Latest Firefox, Incognito Mode, NO extensions active! I cannot reproduce this in Chrome/Firefox, Jumpgate/Classic. I am however on a Mac, if that's the difference. Have you deleted cache/cookies?
Tried copying a game, most of the sheets were suddenly not in their folders, The game loads much slower (for some of my players they're stuck on the loading screen) Doesn't seem like an upgrade. Hopefully you guys can fix the bugs :/
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Daniel S.
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Sheet Author
Compendium Curator
Just want to report. Last year, I tried Jumpgate on my Macbook running OS X 10.14 and the performance was so choppy and laggy it was unusable. Today, trying things out, even on an outdated version of Chrome, it runs very smoothly and is quite performant. Very happy with the improvement! Thanks.