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New Update 7/30

There is a massive new update out today. It is not an exaggeration to say that this is the largest single update we have ever released. Most of this has been built over the last month, so there's a lot of large code changes involved. As a result, I'll be hitting the highlights, but there are probably things that changed (e.g. bug fixes) that aren't specifically listed here. We'll be doing our best over the coming week to clean up the bug reports forum and make sure that only bugs that are currently active remain open. New Rendering Engine The largest change in this update is the release of a completely new rendering engine based entirely on HTML5 Canvas. In practical terms, you should find that your campaigns render smoother and more quickly. The engine can also handle extremely large (1000x1000+) maps without any noticeable slow-down in speed, which should be great for you war gamers who need massive maps. This also increases Roll20's compatibility greatly, and as of today you can use it with Safari, and we're also working on support for IE for a future update. This new engine also brings us one step closer to support for mobile tablets. Finally, the Canvas tag is becoming increasingly optimized by browser vendors (including hardware acceleration); as those optimizations continue, Roll20 is positioned well to take advantage of them to get even faster. You shouldn't really notice too much of a difference in terms of your campaigns (they should be pretty much as you left them), but there are some other differences you will notice. For example, the new engine has resize handles all around the object, instead of just in one corner. It also resizes from the center of the object instead of the top-left corner. There are others as well, but hopefully it shouldn't be a very big learning curve at all. This does mean that there may be new bugs introduced, so please let us know if you find anything that's not working as it should (note: there are some known issues that we've listed at the bottom of this thread as well that we're already aware of). Looking for Group System We're also rolling out our new Looking for Group system. You should see a new button along the top of your screen when you're in your Campaigns listing. Clicking it will show you a list of all campaigns that have currently indicated that they're looking for additional players. You can filter based on a number of criteria including game system, time of day, language, and more. We intend to expand on this feature further to add a reputation system and even better filtering, but we think it's pretty good as-is and wanted to get it into your hands as soon as possible. So if you're a player looking to join a game, be sure to visit the new Looking for Group page. After you find a campaign to join, click its name and you can click the "Apply to Join" link along the left-hand side of the full listing to send a message to the campaign's GM asking to join the game. If you're a GM who wants to start a Campaign and look for players, visit your Campaigns Details page and click the new option on the left-hand side labeled "Looking for Players". You'll be asked a couple of quick questions and then your campaign will be listed! Notifications We've added a notifications system. You'll see a number next to your name in the top of the screen (in the black bar area), which allows you to view notifications regarding site actions that may interest you, such as a comment left on one of your campaigns, a player applying to join your campaign, and more. Improved Player Management An integral part of the new LFG system is the ability to manage the players in your Campaign. We've completely overhauled the player invitation system to make it easier to invite players, and remove players who are no longer in your campaign. Visit the Campaign Details page and you should now see an "Invite Players" option. This lets you send individual emails to players inviting them to join your campaign, even if they've never been in-game with you yet. In addition, the Campaign Details screen now lists all players in your campaign, and if you hover over the player, you have the option to remove them from your Campaign (which will remove them from all in-game lists as well as keep them from re-joining the campaign unless you explicitly re-invite them), and the ability to promote the player to GM (yes, you can now have multiple GM's per Campaign!) The final change relating to this involves the way that players receive their invitations. Whether you invite a player via email directly or send them your share link, they'll now be prompted to log in or create an account before they join you in-game. After they do, they'll be taken to the Campaign details page, which now serves as a sort of "landing page" for your Campaign. They can then click "Join Game" to enter the actual game. You'll notice in your Campaign listings there are now two buttons: "Campaigns You've Created" and "Campaigns You've Joined." As you may guess, players now see the same option so that they can view a list of all campaigns they've previously joined -- so you don't need to send them the invite link every time. The Campaign details page now also provides you with a place to leave comments outside the game, great for communicating with players OOC about game scheduling and other housekeeping tasks. Measurement Tool Changes + Custom Units The measurement tool has been overhauled. Now whenever you measure other players in the game with you will see your measurement tool as well as you move it around the board. So you can use it to show others what you are measuring, and also as a simple "pointer" tool to point at an object on the board (in addition to the map pinging). We've also added additional settings under the Page Settings dialog which allow you to change the units (e.g. inches, feet, kilometers) for the measurement page. You can also now set the scale.
Other Changes - Map pings now show correctly across players at different zoom levels - There is a new button in the Settings tab in-game which lets you quickly switch between viewing the campaign as a GM and viewing the campaign as a Player. - You can now have multiple GMs per campaign, and more than one GM can be in-game at once as well. Note that this isn't heavily tested yet, so there may be bugs in terms of two or more GMs interacting with the same object at once -- let us know if you find any! - You can now rename your campaigns -- just click on the name of the Campaign when you're on the Campaign details page. - The Rectangle tool is back, along with the Circle tool, for drawing specific shapes. - The undo system has been reworked to be more consistent, and you can now undo drawings as well as token and text changes. - Z-ordering should now work more consistently. - The selection tool has been slightly reworked. Now holding down Ctrl to only select Tokens or Alt to only select drawings only takes effect if you are doing a mass selection with the selection box. Otherwise if you directly click on an object it will always be selected. This also fixed the "Ctrl+Click does not equal right click on cards" issue that some Mac users were experiencing. - Scrolling will no longer show areas underneath the Fog of War, even on slow computers and very large maps. - The chat archive ordering has been fixed. - If you have Flashblock/Adblock installed and join a campaign where the jukebox is playing, it will no longer cause you to be stuck at the loading screen. Known Issues - The "tile" feature (orange handle) is temporarily disabled. - Holding shift while drawing with the brush tool does not currently draw lines snapped to the grid. - Notifications only appear on the main Roll20 site, not on the Marketplace. - There are currently no animations when someone else moves an object -- the object just updates to the new size/location, but doesn't do so smoothly like it did before.
Jawsome.
Any fixes to the card system yet, like cards not being able to be played face down? Cards repeating when they are drawn?
Awesome! I can't wait to dig in. We ran last night until about 12:30 PST. We will be playing again on Thursday. We will document anything we find.
Any fixes to the card system yet, like cards not being able to be played face down? Cards repeating when they are drawn? Good call!
I like the next session section of the campaign management, but I feel it would be better to have some sort of countdown feature similar to this to help avoid timezone confusion: <a href="http://www.timeanddate.com/countdown/create" rel="nofollow">http://www.timeanddate.com/countdown/create</a>
Fantastic Riley. Can´t wait to try it out. :)
I'd like a fix to picking up cards from the board and moving them to a player's hand, and a more comprehensive way to drop cards on the board (ie putting them in specific locations on the board)
Also with the "Next Game will be" there should be a way that after you've typed a date, be able to enter "TBA" or "Unknown"
For some reason, the app will not let me move tokens from the GM layer to the Tokens/Objects layer, even while I'm on the GM layer view. I've been trying to click on the Move to Layer > Objects but no dice. :(
I'm finding that objects can't be moved between layers except by using the hot-keys myself. Also, when rejoining a campaign as a player or as a GM you need to reset your video/voice options.
I'm finding that objects can't be moved between layers except by using the hot-keys myself. Same.
We're looking into this, sorry for the trouble.
Small hiccups are always going to happen, other than that it was a pretty epic update. :)
Is there a way to make the rotating snap to angles? I can't get map tiles to sit right on my pages...
Control C and Control V don't seem to be working
I'll have to try this again when I get home, but my map currently times out after trying really hard to bring up the map, one. tile. at. a. time. Basically, it's unusable for me. Still, I like what I /hear/ about the update. :)
The right-click menu stuff should all be fixed (deleting, changing layers). You'll need to reload if you're already in-game. @Jacob I'll add that back in when I get a chance. @Jeff Noted, thanks. It seems like some people are having issues with hotkeys in general, especially in Firefox -- is that what you're using? @Jason Hmm...one tile at a time, eh? I've loaded some pretty large maps with the new system. How many unique images/tiles does yours have?
8 adventurers, floor, 4 walls, corners, doors, doorways, angles, orcs, other orcs, other-other orcs, trolls, dead goblins, latrines, blood stain, other blood stain, nasty stain, pit trap, stairs, spiral stairs, blankets, furs, haystacks, well, skulls, crates, other crates, rug, rolled rugs, jar, sacks, chests, open chest, broken pottery, cords of firewood... Maybe a couple of others. So that looks like... 44-ish? It worked fine in the old engine. You'd think it'd be faster now. For what it's worth, it lags out my entire PC, and then complains about scripting being slow.
What's your browser and OS? And it should definitely be faster. My guess is something is bad in the initial load-in code, not the actual rendering of the page itself.
Windows 7 Enterprise, 64-bit, Firefox 12.0
Not sure if anyone in this thread noticed it, but the page background colors weren't rendering and that has been fixed!
I'm loving the Update so far, I'm glad to see more campaign options and a means to manage players. Not listed under the Measure tool update (but is welcome) is that the measuring tool is now set to the players color so now it will work regardless of how dark the background color! Combined with the ability to change units, I am a happy GM, and cannot wait to see more updates in the future.
To avoid further derailing this thread: <a href="http://community.roll20.net/discussion/1851/map-wont-load-locks-up#Item_1" rel="nofollow">http://community.roll20.net/discussion/1851/map-wont-load-locks-up#Item_1</a>
1: Can you make an option to change from scaling from the upper-left and scaling from the middle? I like the old option way better, as you could accurately tell how big things were going to be while you were scaling them. 2: You can now scale something to 0x0, so it goes invisible. 3: The diagonal scaling is now forced to be square, so if you want to scale something into a rectangle, you have to do 2 seperate scales D: Other than those 3, cool update :o
One of my players is suddenly having great troubles connecting to the campaign. Please help?
Is there a way to make things rotate to the grid again? When I'm turning a wall, for instance, once I've rotated it at all, it's about impossible to get "straight" again. I've tried Shift and Alt and Ctrl, but without success.
@Charles Can you give us more info? Which part is running into trouble at? @Jason Yeah, we're going to add that back in, it was an oversight that it wasn't set up that way.
@Riley He's good now, but before his browser was crashing each time he tried to start the page.
Im having difficulty giving players control of characters. They say they just cant see them.
@Bucky Are they on the objects layer? Is this an existing campaign that was working properly before or a new one?
It's a new one I've started up, but we fixed the problem. I was forgetting to put the characters in their journals. My bad. :p p.s. love the new resizing
A good update and many thanks for the hard work, but I'm not liking this resizing from the middle feature. That makes it very hard to get the size of an object right. Also, it seems when resizing objects they no longer snap to the grid (which should be optional of course - a room setting - snap to grid Y/N)
Another quick thing is that the players now have the ability to change their token's size. Was that supposed to happen?
Love most the update but the 360 rotation with the object is starting to get a bit annoying cos i cant get any objects straight. i really do think their should be an option to chose if you want 360 rotation on or off. the other thing is the resizing doesn't lock on any more again i really do think their should be an option to either lock on to the grid or freely re size it.
The lack of snap-to rotation is a known bug that will be fixed "real soon now"
Also the player token resizing is a bug that is in the queue to get fixed.
The lack of snap-to rotation is a known bug that will be fixed "real soon now" ok thanks for the update
The Firefox keyboard shortcuts issue should be fixed now!
@Riley: awesome update! :D Can you give an ETA for the support of other browsers (especially Opera and IE9/10)?
Any chance on adding an option to go back to the old top-left resize method? :o
@Alexander R. We're hoping to support IE "very soon". We actually have the new rendering engine working perfectly in it, it's the "outside" stuff that still doesn't work well (e.g. drag and drop uploads). So once we get that all worked out, it will be supported. Opera is also on the roadmap, but I don't have an ETA on that one, sorry. @imthe f. We're considering adding it back in, but to be honest the new rendering engine is all center-position based instead of top-left based (in terms of positioning, coordinates, etc.) so it's not as easy as just saying "let's flip that switch back on" :-)
Any plans to allow variables in the roll syntax? such as /roll3 argument (would roll 3 separate but identical rolls) or /roll#macro argument (would roll the numerical result (if valid) of "macro" and apply argument)? such as macro = 1d6 /roll#macro 1d8+2 might result in: (5)+2 (7)+2 = 7, 9. The result of the macro roll was 2 for this example. Would really make things more powerful, and easier for DMs controlling myriad monsters of the same type.
The rotation snapping is also back in place. As before, you can hold down the Alt key if you would rather freely rotate. Otherwise it will snap to 45-degree angles in maps with square gridding enabled and 30-degree angles for hex gridded maps. Thanks!
The rotation snapping is also back in place. As before, you can hold down the Alt key if you would rather freely rotate. Otherwise it will snap to 45-degree angles in maps with square gridding enabled and 30-degree angles for hex gridded maps. Thanks! Thanks, works great! Another quick question: Would it be possible to make it where after you copy-paste something, it immediately selects what you just pasted? I'm having a difficult time selecting what I paste, if I paste a group of objects D: Also, (Sorry for the nagging. Perhaps I should open a new thread D:) is there a way to get something to paste on to your mouse position? I find when I paste, it goes to a random spot.
1343768230
Keith
Pro
Marketplace Creator
I have noticed that auras now render on top of their tokens. Is this something that can be changed?
Me and ALL of my players are now having connection issues. Please assist.
Me and ALL of my players are now having connection issues. Please assist. My campaign has also been running into problems tonight... it worked "sort of" for a while, but eventually we all DC'd and weren't able to get back in.
...it worked "sort of" for a while, but eventually we all DC'd and weren't able to get back in. Same here! What's going on?
There were some unexpected server issues last night, and we weren't on top of it as quickly as we should have been. We're really sorry. It didn't actually have anything to do with the new update, but rather our real-time server provider was having issues. Things seem to be sorted out now, but we'll be keeping a close eye on it. We sincerely apologize to everyone, I know that it couldn't have happened at a worse time for a lot of you who were trying to play games last night.