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Project Jumpgate: officially out of beta

February 12 (1 month ago)
Lavi
Roll20 Team


Hi Saul - could you DM me a link to your game and an example page where you're seeing this issue? 

Saul J. said:

Things were going too well...

I have been working for the last 7 months on preparing a Call of Cthulhu adventure to run for some friends. It has taken me a lot of time finding maps and other things, and putting everything together. I have about 50 or so maps. I have spent time to add Dynamic Lighting on the map, walls, lights, doors, etc. 

After doing work on NPCs and handouts for the last few months, I went back today to finish working on the maps to add the NPCs to the maps, add some environment effects, music, etc. and I discovered that the grids on several of the maps were messed up. I had set the grids so that one cell (70px) represented 3 ft. But, the grid on one map had grid cells so small that it appeared that, for example, one chair was 6ft wide. The cells were the correct size - i.e. 3ft - but chairs were 2 cells instead of 1 cell.

On another map, the cells were too big. That is, an area that should have been 75ft long (i.e. 25 cells) was only 30ft long (i.e. 10 cells).

I think the map itself is the correct size but I don't have the original jpgs around to check them. 

I tried to resize the cells. On the maps where the cells were too big, I was able to make them smaller. But, on maps where the cells were too small, I couldn't make them bigger. 

If this isn't making sense, maybe some pictures will help.

Map:

Current settings:

Attempted change:

What Roll20 converts that into:

How do I fix the sizes of the cells on the maps where the cells are too small without redoing the maps from scratch again? Or is what I'm seeing a bug in the system that can be fixed?




February 12 (1 month ago)

Had a strange issue last night where, when trying to add a token, I ended up with extras, I could select GM Layer tokens while on the Token Layer, and then everything froze. Opened in a new window to run the rest of the session…

February 12 (1 month ago)

I'm having issues with Jumpgate Dynamic Lighting. My Players can see areas that they haven't been too seeing through walls?

I redid the whole of the dynamic lighting lines and they could still see through the walls. Not just one wall but multiple walls. Is anyone else having this issue?

February 12 (1 month ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter


Gez C. said:

I'm having issues with Jumpgate Dynamic Lighting. My Players can see areas that they haven't been too seeing through walls?

I redid the whole of the dynamic lighting lines and they could still see through the walls. Not just one wall but multiple walls. Is anyone else having this issue?


Hi Gez!

This is most likely to be a setting error, since a system failure would have generated a lot of reports.

Screenshots would help, particularly screen shots of the page DL settings, and DL settings of one of the tokens. Some things to watch out for:

  • Make sure that players don't control multiple tokens. Players can "see through the eyes" of all tokens they control. Sometimes GMs give out party-level control over PC tokens to facilitate things like switching places or checking health bars.
  • Make sure that players don't have control over other tokens, like horses, note markers, spell templates, etc.
  • Make sure they are not just seeing Explorable Darkness. This reveals all areas of the map they have ever seen or that have been revealed to them, but hides tokens they do not have line of sight on.

That's just off the top of my head. There may be other factors that might become apparent with screen shots.

February 13 (1 month ago)

Edited February 13 (1 month ago)

Thanks Keith you are always very helpful , so much appreciated for the reply.

I noticed when I clicked on a players token to see what they could see it was showing rooms that they shouldn't see through. I asked the player to log on and check and it revealed more rooms beyond the dynamic lighting walls. I had checked that the lighting walls were correct (no missing pieces) removed the tokens. Redid all the light barriers reset explorable darkness and it made no difference rooms are still showing that they shouldn't be able to see.

keithcurtis said:


Gez C. said:

I'm having issues with Jumpgate Dynamic Lighting. My Players can see areas that they haven't been too seeing through walls?

I redid the whole of the dynamic lighting lines and they could still see through the walls. Not just one wall but multiple walls. Is anyone else having this issue?


Hi Gez!

This is most likely to be a setting error, since a system failure would have generated a lot of reports.

Screenshots would help, particularly screen shots of the page DL settings, and DL settings of one of the tokens. Some things to watch out for:

  • Make sure that players don't control multiple tokens. Players can "see through the eyes" of all tokens they control. Sometimes GMs give out party-level control over PC tokens to facilitate things like switching places or checking health bars.
  • Make sure that players don't have control over other tokens, like horses, note markers, spell templates, etc.
  • Make sure they are not just seeing Explorable Darkness. This reveals all areas of the map they have ever seen or that have been revealed to them, but hides tokens they do not have line of sight on.

That's just off the top of my head. There may be other factors that might become apparent with screen shots.




February 13 (1 month ago)

When they can "see" the rooms, is it a clear coloured view as if there were no wall, or do the areas behind the walls appear in the sort of sepia two-tone?

If it is the latter its something I reported a long time ago and is to do with the Explorer Mode setting on the Dynamic Lighting tab. It can easily be prevented by switching Explorer mode to OFF, but of course that then leaves you with the issue of not being able to use Explorer Mode.

I just tested this again and it is still an issue. A player token can move near a wall and suddenly see what the room on the other side of the wall looks like. Literally just dragged a character token round a Light-Locked building and by the third circuit they could see every room within, and from what I can tell the other tokens can see it too.

If they can all see through the walls in full colour, I have no clue what that might be.

Gez C. said:

Thanks Keith you are always very helpful , so much appreciated for the reply.

I noticed when I clicked on a players token to see what they could see it was showing rooms that they shouldn't see through. I asked the player to log on and check and it revealed more rooms beyond the dynamic lighting walls. I had checked that the lighting walls were correct (no missing pieces) removed the tokens. Redid all the light barriers reset explorable darkness and it made no difference rooms are still showing that they shouldn't be able to see.

keithcurtis said:


Gez C. said:

I'm having issues with Jumpgate Dynamic Lighting. My Players can see areas that they haven't been too seeing through walls?

I redid the whole of the dynamic lighting lines and they could still see through the walls. Not just one wall but multiple walls. Is anyone else having this issue?


Hi Gez!

This is most likely to be a setting error, since a system failure would have generated a lot of reports.

Screenshots would help, particularly screen shots of the page DL settings, and DL settings of one of the tokens. Some things to watch out for:

  • Make sure that players don't control multiple tokens. Players can "see through the eyes" of all tokens they control. Sometimes GMs give out party-level control over PC tokens to facilitate things like switching places or checking health bars.
  • Make sure that players don't have control over other tokens, like horses, note markers, spell templates, etc.
  • Make sure they are not just seeing Explorable Darkness. This reveals all areas of the map they have ever seen or that have been revealed to them, but hides tokens they do not have line of sight on.

That's just off the top of my head. There may be other factors that might become apparent with screen shots.







February 13 (1 month ago)

Thanks Tommy what you have described is what happened, sepia two tone and rooms beyond rooms so ignoring multiple light barriers.

I have logged it with roll20 bug report. I will see how the next sessions goes and if it happens again i'll do a screen shot and send it to roll20 again then disable Explorer mode. Thanks Tommy for checking for me and replying to my post :) 

Tommy said:

When they can "see" the rooms, is it a clear coloured view as if there were no wall, or do the areas behind the walls appear in the sort of sepia two-tone?

If it is the latter its something I reported a long time ago and is to do with the Explorer Mode setting on the Dynamic Lighting tab. It can easily be prevented by switching Explorer mode to OFF, but of course that then leaves you with the issue of not being able to use Explorer Mode.

I just tested this again and it is still an issue. A player token can move near a wall and suddenly see what the room on the other side of the wall looks like. Literally just dragged a character token round a Light-Locked building and by the third circuit they could see every room within, and from what I can tell the other tokens can see it too.

If they can all see through the walls in full colour, I have no clue what that might be.

Gez C. said:

Thanks Keith you are always very helpful , so much appreciated for the reply.

I noticed when I clicked on a players token to see what they could see it was showing rooms that they shouldn't see through. I asked the player to log on and check and it revealed more rooms beyond the dynamic lighting walls. I had checked that the lighting walls were correct (no missing pieces) removed the tokens. Redid all the light barriers reset explorable darkness and it made no difference rooms are still showing that they shouldn't be able to see.

keithcurtis said:


Gez C. said:

I'm having issues with Jumpgate Dynamic Lighting. My Players can see areas that they haven't been too seeing through walls?

I redid the whole of the dynamic lighting lines and they could still see through the walls. Not just one wall but multiple walls. Is anyone else having this issue?


Hi Gez!

This is most likely to be a setting error, since a system failure would have generated a lot of reports.

Screenshots would help, particularly screen shots of the page DL settings, and DL settings of one of the tokens. Some things to watch out for:

  • Make sure that players don't control multiple tokens. Players can "see through the eyes" of all tokens they control. Sometimes GMs give out party-level control over PC tokens to facilitate things like switching places or checking health bars.
  • Make sure that players don't have control over other tokens, like horses, note markers, spell templates, etc.
  • Make sure they are not just seeing Explorable Darkness. This reveals all areas of the map they have ever seen or that have been revealed to them, but hides tokens they do not have line of sight on.

That's just off the top of my head. There may be other factors that might become apparent with screen shots.










February 15 (1 month ago)

Love the new look of the UI and the colors of the map even seem to 'pop' more. The animated spell effects being on the select tab for my players is great and  the game itself seems to be running better (especially on the huge Dungeon of the Mad Mage maps).

The only issues I've been having are what people here have already posted about. The walls sometimes just don't work to block player movements and some of them have been telling me that either they can see the entire map (when it should be dark), they can see absolutely nothing (when they have darkvision), and that the explore mode isn't properly functioning. Lighting is the main issue I've been having and unfortunately it means as a whole I wont be using jumpgate right now, even though I love the way it looks and runs. 

February 15 (1 month ago)

I keep getting this error when I start the API in Experimental mode in Jumpgate and the 5e 2024 sheets. 

Is there any movement on this?

February 15 (1 month ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter

This has been around for nearly a month now. I have not seen any word of a resolution, but it is my understanding that "tiny-worker" in the error message stack indicates a Beacon Sheet process. The current workaround is to switch back the the default API server, but that eliminates some of the most recent upgrades and compatibility improvements.

February 15 (1 month ago)

Edited February 15 (1 month ago)
Nic B.
Roll20 Team


Steverhud said:

I keep getting this error when I start the API in Experimental mode in Jumpgate and the 5e 2024 sheets. 

Is there any movement on this?

Howdy folks, 

Really sorry about this one. This issue was like playing whackamole with a Hydra, every time we thought we were done, there it was again.

That said, I think we've worked out a root cause solution to this problem, and we've got a fix currently undergoing testing and quality assurance. We should be looking towards releasing it at the beginning of next week.

Thank you for your patience.

February 16 (1 month ago)

Edited February 16 (1 month ago)
JD
Pro

I keep getting UDL issues with jumpgate: e.g. setting up simple map this morning - a dungeon with 3 rooms - i have my dummy player account moving around ouside, and suddenly huge sections behind solid walls are revealed (etched onto the "explored" area):

1st image - chrome, player account / 2nd image - firefox, Gm account, lighting layer)

cause - moved the player around in the open area without entering the closed area.

Also, firefox going bananas on the lighting layer whenever i select a line.

Lavi said:


Hi Brian - First of all, thank you for this detailed report. We sincerely appreciate the time and effort you put into your documentation, especially given that the issue shown is both intermittent and rarely reported. We understand how frustrating it must be when it does occur.


Despite our initial investigation efforts, the sporadic occurrence & limited reports impede our ability to identify a straightforward cause or solution to what you are experiencing. While we are tracking this issue, we are not able to allocate more resources to investigate and address the bug at this time without pulling from higher priority projects. If additional reports begin to indicate a broader impact or provide additional insights, that will of course be reassessed.


Although this response will likely add to your frustration, we want to be candid about how team focus is allocated for bug fixes and how the team triages reports of bugs while simultaneously focusing on other projects.



Nicholas said:


Brian C. said:

Regarding my post above issue #3:

"Tokens that are not 1x1 seem to get hung up on the wall and/or see through it."

I ran into 3 scenarios where a token was able to see through a wall as a player.

  1. Shrinking the token down to .25 of a square allows the token to see through walls above or to the left of the token when held up against the wall.
  2. Shrinking the token down to .5 of a square allows the token to see through walls after being held a few seconds. If that doesn't work it can be triggered if the player holds the token up against a wall and then releases it so that it snaps to a position on the grid. The token can then see through walls above or to the left of the token when held up against the wall.
  3. If the token is resized to 2x2 while the lighting system is engaged, it can see through walls depending on how the scenario gets set up. and gets stuck on the wall if you let go of the token. This only occurs if the person doing the viewing triggers the size change. I first found this by resizing a token to 2x2 while Ctrl+L was engaged. As a player I could trigger this by resizing the token with TokenMod.


February 16 (1 month ago)

JD Thanks for posting this. I was wondering how many others are experiencing this issue. Its very frustrating that its happening as it pretty much ruined the game I'm running as the players have seen secret rooms and hidden treasure locations. It was good that they gave an honest reply but hopefully they'll be able to fix it soon. My only regret is that I moved to Jumpgate and not waited longer for the bugs to be ironed out :( 

JD said:

I keep getting UDL issues with jumpgate: e.g. setting up simple map this morning - a dungeon with 3 rooms - i have my dummy player account moving around ouside, and suddenly huge sections behind solid walls are revealed (etched onto the "explored" area):

1st image - chrome, player account / 2nd image - firefox, Gm account, lighting layer)

cause - moved the player around in the open area without entering the closed area.

Also, firefox going bananas on the lighting layer whenever i select a line.

Lavi said:


Hi Brian - First of all, thank you for this detailed report. We sincerely appreciate the time and effort you put into your documentation, especially given that the issue shown is both intermittent and rarely reported. We understand how frustrating it must be when it does occur.


Despite our initial investigation efforts, the sporadic occurrence & limited reports impede our ability to identify a straightforward cause or solution to what you are experiencing. While we are tracking this issue, we are not able to allocate more resources to investigate and address the bug at this time without pulling from higher priority projects. If additional reports begin to indicate a broader impact or provide additional insights, that will of course be reassessed.


Although this response will likely add to your frustration, we want to be candid about how team focus is allocated for bug fixes and how the team triages reports of bugs while simultaneously focusing on other projects.



Nicholas said:


Brian C. said:

Regarding my post above issue #3:

"Tokens that are not 1x1 seem to get hung up on the wall and/or see through it."

I ran into 3 scenarios where a token was able to see through a wall as a player.

  1. Shrinking the token down to .25 of a square allows the token to see through walls above or to the left of the token when held up against the wall.
  2. Shrinking the token down to .5 of a square allows the token to see through walls after being held a few seconds. If that doesn't work it can be triggered if the player holds the token up against a wall and then releases it so that it snaps to a position on the grid. The token can then see through walls above or to the left of the token when held up against the wall.
  3. If the token is resized to 2x2 while the lighting system is engaged, it can see through walls depending on how the scenario gets set up. and gets stuck on the wall if you let go of the token. This only occurs if the person doing the viewing triggers the size change. I first found this by resizing a token to 2x2 while Ctrl+L was engaged. As a player I could trigger this by resizing the token with TokenMod.





February 16 (1 month ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter

I have tried several permutations, but I can't duplicate this explorer mode reveal on a dummy account. Can anyone provide steps for reliable (or at least semi-reliable) reproduction? What the page and token settings are, and what behavior triggers the reveal? Screenshots of settings would help.

February 16 (1 month ago)

Edited February 16 (1 month ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter

I think I have reliable reproduction. I will send a report to the team, but here is how I can make this happen, at least. With the page set for explorer mode on and lines do not block movement, if I grab the token, move it without letting up, and then right click to pan, I can sometimes get unexplored areas to reveal. If I rapidly pan back and forth, I can always get some of the them to reveal.

Also, even a simple movement in this manner (grab, move, pan, without letting up the mouse button) will always reveal token names behind hidden areas.


EDIT: Those of you who have encountered this issue, do you have walls block movement turned on? If that setting is toggled off, I can't reveal areas, but the names of tokens beyond the walls are momentarily revealed.

February 16 (1 month ago)

http://thelegacyofsylver.net/ttrpg/resources/screenshot/

So, I decided to put together a comparison of screenshots between the standard VTT and Jumpgate, showing the features of Treasure Town in Echoed Waves, and how different it looks between the two versions, as well as between the basic site and my custom dark mode CSS. There's also webp animations to show each one so you can see the difference between the two.

Myself, I'm sticking to the standard VTT unless Jumpgate fixes the issues I have with it before Echoed Waves starts. While I would absolutely *love* to switch to Jumpgate, due to how much more optimized it is to run on browsers, and the features it adds and the way it cleans up certain things, I can't when it removes fundamental features that my campaigns use. Said features include:

• Glow effects when tokens emit light (so I can have fires and lamps glow, for aesthetics).
• Showing token bars when a max value isn't set (I use this to show bank balance and interest).
• Smooth antialiasing (the images look choppy on Jumpgate, especially overlapping images like the sand on the ground).
• Tokens with pixels below 39.9% opacity cannot have those pixels tinted (said pixels just don't change color while pixels at 39.9% or above do).

While these may not seem like big issues, for my campaigns, they are, especially with how much I emphasize visuals and optimizing how things display on the map to not only look good, but also have as much information available as possible without excess clutter. I've made reports on the issues, with screenshots to show. It's up to the Roll20 devs to see about fixing them. And frankly, I don't think they will, since these are issues no one else seems to be complaining about. Which sucks, because Jumpgate has so much amazing potential to work so well with my campaigns, if it didn't have these few, but large, problems.

The link above is to my own personal webserver, since I don't know how this forum compresses images, or if it does. Those who don't trust the link, I'll include an Imgur link, which doesn't have the animated webp files, since Imgur doesn't support them. https://imgur.com/a/9UFMv2w


February 16 (1 month ago)

Edited February 16 (1 month ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter

Hi ξriah!

The jumpgate shots appear to be using something like Stylus or VTTES to modify the interface. Can you test to see if all of your issues are reliably reproduced with whatever it is turned off? A private browsing (incognito) window usually does the trick.

EDIT: Never mind. I see you have provided shots in your link. Looking now.

February 16 (1 month ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter

Can you provide screen shots of page settings for DL, the fire settings and let me know if any or all of the NPCs have sight turned on? All of these things can dramatically affect such things as a fire glow. (I am assuming the glow is created using lighting. If it is some kind of overlay with limited opacity, let me know. Sorry, but this kind of stuff is very hard to diagnose remotely.

February 16 (1 month ago)

Yeah, I use Stylus with custom CSS to modify the interface. So I was showing the way the VTT looks with and without it. Another thing I just noticed too, is without the custom CSS, the macro bar also extends out over the sidebar in Jumpgate. My custom CSS scrolls the macro bar vertically, so it's not an issue. But without that, the macro bar can get in the way of the chat.

February 16 (1 month ago)

Edited February 16 (1 month ago)

Here's the lighting comparison between GM and player, and a shot of the settings. And yes, the player does have vision, darkvision, and lighting on. There's a comparison with and without the low light turned on. While the fire provides light to the map's dark fog, it doesn't emit an actual orange glow, as seen in the standard VTT screenshot.



February 16 (1 month ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter

Hmm. I typically avoid tinted light for just this reason. Darkvision will ruin tinted dim light (turns it bright and overrides the tint). A dim daylight mode probably only exacerbates the situation, since it essentially surrounds any token with night vision with 60 ft. of bright light. Again washing out the tint. I assumed this would also be true under the classic engine, but if all settings are indeed equal, this does not appear to be the case. I'll test to confirm.

February 16 (1 month ago)

I typically never used maps without daylight on, unless it was the rare case I wanted players to have limited vision in a dungeon. And with full daylight on in Jumpgate, the light sources are completely invisible, because there's nothing to light up. Thus, the tinted glow they're supposed to emit may as well not even be there. I used the tinted glow specifically for aesthetics, to have flames and lamps appear to give off light. Gives that warm feeling on the map, especially when it's night and it just gives that nice feeling of like, sitting around a campfire, or the realistic look of a lamp in the street actually appearing to be bright. There was also a building I had where a spotlight shone on people, so I made those tokens glow. It allows the world to be more immersive for the players. Describing things only does so much without the graphical side to show them. And with me being so big on the visual aspect of the world, that's extremely important. So, it's less me having light sources for giving vision in maps without daylight, and more making the world feel more real. In the standard VTT, I can do that. I can't in Jumpgate.

February 16 (1 month ago)

Edited February 16 (1 month ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter

Hmm. Would you verify the token settings on your test token? I am getting the same results on classic and Jumpgate: Night Vision turns any dim light bright and overrides dim light tint. If there is any amount of dim daylight mode, the limit of darkvision becomes bright light, for the same result:

Classic VTT
Viewing Token: 60 ft night vision, effect: dimming.
Lit Token: 5 ft dim orange light

Daylight mode off:



Daylight mode (5%) on:



EDIT: replaced screenshots. I had forgotten to turn of my own CSS!

February 16 (1 month ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter

I'm not sure I can duplicate what you are seeing. I missed the fact that the token has light turned on. I don't know if that light is tinted, the radius, how much dim, how much bright. There's too many variables for me to account for in a simple test.

February 16 (1 month ago)

This is the settings for Glacialis's token to give her the vision seen in those screenshots. And the next screenshot shows what the lighting looks like when her Night Vision is turned off. I took another screenshot of the flame being blue with blue glow, to differentiate from the night fog color. And then another shot with Daylight set to max, to show the flame emits no tinted glow at all for the player. It loses that aesthetic of the fire emitting a warm glow.


February 16 (1 month ago)

Edited February 16 (1 month ago)

That said, this is the Classic VTT with full Daylight from the player perspective. This shows the flame with and without a tinted light source. Since Daylight is turned on, a token lighting up a no-Daylight map doesn't apply here. But I'm strictly showing the aesthetic of the low light source of the flame.

February 16 (1 month ago)
Brian C.
Pro
Marketplace Creator
Compendium Curator

I have walls blocking movement. The error seems to have something to do with how long/far/fast the token has been moved. Basically, keep moving the token around so that it shifts the angle for the lighting calculations. The system seems to queue calculations until it gets to a point where it just gives up.

This same scenario happened to me when I was beta testing the lighting system before Jumpgate. I could keep moving a token until the DL system broke/gave up and would no longer make calculations until after a browser refresh. When that was fixed, a lot of the performance improvements over the previous system went away.

keithcurtis said:

I think I have reliable reproduction. I will send a report to the team, but here is how I can make this happen, at least. With the page set for explorer mode on and lines do not block movement, if I grab the token, move it without letting up, and then right click to pan, I can sometimes get unexplored areas to reveal. If I rapidly pan back and forth, I can always get some of the them to reveal.

Also, even a simple movement in this manner (grab, move, pan, without letting up the mouse button) will always reveal token names behind hidden areas.


EDIT: Those of you who have encountered this issue, do you have walls block movement turned on? If that setting is toggled off, I can't reveal areas, but the names of tokens beyond the walls are momentarily revealed.




February 16 (1 month ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter

OK, 5 feet of night vision is not what I was testing. Thanks for the info. What is the "night fog color"? How is it produced?


Regardless, with that extra information, I am able to duplicate what you are seeing. Under classic, a dim tinted light is visible in full daylight mode. The tinted dim light is not visible in Jumpgate. I would suggest filing a Help Center Request, to ensure that it gets looked at. There's no guarantee that it will get a ticket through a forum report, particularly since it requires very specific tinting. Until then, you'll need to decide for yourself if this effect outweighs the benefit of other Jumpgate features.

February 17 (1 month ago)
JD
Pro

HIya Keith - tyvm for the attention,

I get this with:

Lines block movement, ON

Update on drop, OFF

Explorer ON and explorer OFF ('on' lets you record what the player managed to reveal otherwise they just get like a flash of xray vision)

Rapid panning is def a reliable trigger (so switching to update on Drop is probably the work around) -

I test all my UDL maps with lots of jiggling of the vision-enabled tokens in the player account to ensure I have closed walls and not left little gaps.  I have done a lot of UDL on vanilla but when i do my usual steps to check all is working, jumpgate gets this issue.

Pretty sure i used to see stuff like this from time to time on vanilla, but not recently. And so I stay there where its warm and less jumpy-gatey.

keithcurtis said:

I think I have reliable reproduction. I will send a report to the team, but here is how I can make this happen, at least. With the page set for explorer mode on and lines do not block movement, if I grab the token, move it without letting up, and then right click to pan, I can sometimes get unexplored areas to reveal. If I rapidly pan back and forth, I can always get some of the them to reveal.

Also, even a simple movement in this manner (grab, move, pan, without letting up the mouse button) will always reveal token names behind hidden areas.


EDIT: Those of you who have encountered this issue, do you have walls block movement turned on? If that setting is toggled off, I can't reveal areas, but the names of tokens beyond the walls are momentarily revealed.




February 17 (1 month ago)

Yes walls block movement is enabled. I've made a copy of the map in question and tried to break it but it hasn't so far. I'm using Edge as my browser as whilst it isn't supported it seems to use less memory than the supported browsers. I am running the game session tomorrow night (UK time) so will report back if I have lighting issues again. I'm hoping not ....

February 18 (1 month ago)


keithcurtis said:

I have tried several permutations, but I can't duplicate this explorer mode reveal on a dummy account. Can anyone provide steps for reliable (or at least semi-reliable) reproduction? What the page and token settings are, and what behavior triggers the reveal? Screenshots of settings would help.


Hi Keith,

I've had this going on since Jumpgate started, and reported it back then.

The settings I have are my standard:-

Lines Block Movement ON

Dynamic Lighting ON

Explorer Mode ON

Daylight Mode ON (Set to about 30-35% on the page where I test this)

Update vision on Token Drop OFF 

GM Darkness Opacity 57% (Completely arbitrary... just works for the map)


It happens far less when Update vision on Token Drop is ON, but isn't a full "fix".

February 18 (1 month ago)

Edited February 18 (1 month ago)
Tom
Pro

I'd like to see the Cross Hair back instead of the pen nib when setting up dynamic lighting, as the cross hairs are way better for detail work, !!  Please put in an option for this.


I have reverted all my games back to Legacy for now sadly....


Thanks


Tom

February 18 (1 month ago)

It WAS changed to the crosshairs a while ago... Why they changed it back to that sh**** pen, I really don't know...


Tom said:

I'd like to see the Cross Hair back instead of the pen nib when setting up dynamic lighting, as the cross hairs are way better for detail work, !!  Please put in an option for this.


I have reverted all my games back to Legacy for now sadly....


Thanks


Tom




February 18 (1 month ago)

For second week in row players could see beyond what they should.  This week turning off the Explorer mode made no difference.

Different maps, same game.

February 18 (1 month ago)

1.) I echo the requests to change the cursor used for drawing back to cross hairs instead of the pen nib. 

2.) When dragging characters and NPCs onto the map, I and at least one other gm that I know get multiple instances of the token on top of each other. Refreshing the game eliminates the duplicates. This does not happen when copy/pasting existing tokens.

3.) Setting a token's night vision color to "transparent" is not saved. I've tried setting the color using the character sheet edit menu; by using the token's settings menu and saving as the default token; and by using the token settings menu, saving the settings, selecting the token, and selecting the "use selected token" option. (This is all using the D&D 5e by Roll20 2014 character sheet).

February 18 (1 month ago)

Right just finished our latest session and one of my players using Firefox Browser could see beyond the dynamic lighting barriers. When I tried to check what he was seeing by using the previewing as token feature I could only see what he should be seeing!!!! I am using the Edge Browser. So thanks to the advice shared above I disabled Explorer mode and he could not see anything he shouldn't see. So there's definitely something amiss with the explorer mode function.

February 18 (1 month ago)


Jim W. said:

For second week in row players could see beyond what they should.  This week turning off the Explorer mode made no difference.

Different maps, same game.

Right just finished our latest session and one of my players using Firefox Browser could see beyond the dynamic lighting barriers. When I tried to check what he was seeing by using the previewing as token feature I could only see what he should be seeing!!!! I am using the Edge Browser. So thanks to the advice shared above I disabled Explorer mode and he could not see anything he shouldn't see. So there's definitely something amiss with the explorer mode function.




February 19 (1 month ago)
keithcurtis
Forum Champion
Marketplace Creator
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Gez C. said:

Right just finished our latest session and one of my players using Firefox Browser could see beyond the dynamic lighting barriers. When I tried to check what he was seeing by using the previewing as token feature I could only see what he should be seeing!!!! I am using the Edge Browser. So thanks to the advice shared above I disabled Explorer mode and he could not see anything he shouldn't see. So there's definitely something amiss with the explorer mode function.


Explorer Mode is user-based, not token based. You can't preview it with Cmd/Ctrl-L. Did you confirm that what he was seeing was not concealable by re-setting Explorer Mode?

February 19 (1 month ago)

I converted my games to Jumpgate and all of the attributes on the character journals disappeared. I also have an issue with the chat window freezing, where new post don't appear because the previous chat doesn't scroll up as new post are added. I tried reaching out to Roll20 with a bug report over a week ago and have not received a response. Good thing I still have the legacy copies, Jumpgate is un-usable as it is.

February 19 (1 month ago)
Gauss
Forum Champion

Hi Tim H., 

Which character sheet are you using? This sounds more like a character sheet issue than a Jumpgate issue. 

What was the ticket number? We (FCs) might be able to get it some attention. 

February 19 (1 month ago)


Gauss said:

Hi Tim H., 

Which character sheet are you using? This sounds more like a character sheet issue than a Jumpgate issue. 

What was the ticket number? We (FCs) might be able to get it some attention. 

I'm not using a character sheet, I'm using the built in abilities and attributes for a custom game. Converting to Jumpgate causes all attributes to disappear from the journals. My players are having the same issues, including the chat freezing. The ticket number is #295976.


Hello, 

    Not sure if this is the area to address this issue, but it's something that used to work and now does not. I'm having trouble with the already existing character sheets. There used to be a window you could get to for existing sheets where you can change the picture or assign them to somebody in the campaign. The only way to see this window now is at the very beginning of the character creator. After this point, it locks you out of it and there's no way to find it again. I've been trying to see if anyone else has this issue, but it seems like this is the most recent replied to forum. My campaign is on Jumpgate, so that might be something to do with it. Any help is appreciated, thanks.

February 19 (1 month ago)
Gold
Forum Champion

Hey squid, open 1 of your Characters under the Journals tab.

Click EDIT at the top of the character. That will bring up the screen you're looking for with avatar, token, name, and assign permissions. This is the same in Jumpgate as it was in classic Roll20. Please post again if you're missing the EDIT button for some reason. 

Squidward said:

Hello, 

    Not sure if this is the area to address this issue, but it's something that used to work and now does not. I'm having trouble with the already existing character sheets. There used to be a window you could get to for existing sheets where you can change the picture or assign them to somebody in the campaign. The only way to see this window now is at the very beginning of the character creator. After this point, it locks you out of it and there's no way to find it again. I've been trying to see if anyone else has this issue, but it seems like this is the most recent replied to forum. My campaign is on Jumpgate, so that might be something to do with it. Any help is appreciated, thanks.




Thank you so much for the support. I figured out that having the character popout window enabled takes away the edit button.