Hi Brian C., Adam & 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, Corey J, Roll20 Engineer Brian C. said: You're welcome. Both maps are from a product created/released in December 2023. 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 & 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. 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.