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Animations and AFoW Offical Feedback Thread

Stephanie, thank you for your response. As I went into the games to set up clear examples of what was going wrong (before sending you my game ID's), I figured it out myself. The first issue, anyway - isn't to do with the patch at all. The problem is that the Pythagorean theorem doesn't exist in D&D(diagonal movement is the same number of squares as horizontal or vertical movement). So the measuring tool will give you different values as you follow the perimeter of a character's vision radius, because it isn't supposed to be a radius. It should be a square (without the pythagorean theorem a circle becomes a square). Or should it? Should fireball be a square template as well? Maybe now that we have virtual tabletops we can start using the pythagorean theorem in TT-RPG's as a rule or even do away with grids entirely somehow. Anyways, on further examination my first bug wasn't really a bug but a design flaw, and probably not in roll20, but in D&D5e. I just happened to be running maps with diagonal passage ways as you released this patch. Sorry to add to what is probably already a super busy time for you.  PS.The last bug I mentioned looks like it might be related to your issues but I don't know how to reproduce it so I'll just quiet myself until I do.
Moving this over for Tyler P for reference. Keith (keithcurtis) did respond and advised him that this is a known issue as well. Tyler P.  said: I've given some Orcs darkvision, but all of my tester tokens (the guards) are able to see it, despite the "All Players See Light" box being unchecked. Has anyone else ran into this issue? I'd love some help on a fix. 
Moving this for Mr. NumNums. Mr. NumNums  said: It's a problem for me and my players. It pings and than glitches or is very slow when moving two or more tokens.  Also The Ruler/measuring (right click while moving to see how far you're moving your token) Now shows up under the resize bars so it's not visible 90% of the time. Unless i'm zoomed out VERY far.  And even than it seems to be an issue most times.   I'm sure you guys are aware of these just thought i'd make sure just encase. 
So token lighting is still off by a mile rendering any tactical battle maps useless... Any word on a fix? 
Moving this over for Roi Raideen: Roi Raideen  said: I tried to put an aura on multiple token recently and it didn't show correctly, when I tried to put an aura on a token it just looked like I put a size 0 aura, which was not what I was going for. The only reason I have found of why it could be buggy is the dynamic lighting ? I tried putting an aura on a token on an other game in which I didn't have dynamic lighting enabled and the auras showed properly. I would have added screenshot but I'm on my phone right now and typing this is already hell.
1550355660
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Paku said: So token lighting is still off by a mile rendering any tactical battle maps useless... Any word on a fix?  Is this the Control-L bug mentioned in known issues? Or something else? I don't see that mentioned. This is the closest I saw: CTRL-L doesn't work properly; GMs using CTRL-L will see all tokens, even if they do not have "All Players See Light" enabled, and will also see the full range of vision, blocked only by Dynamic Lighting (see Known Issue directly above this one.)
@keithcurtis What you say about the lighting values (60 being total range and 30 being start of dim) is absolutely correct, something just seems to have messed up the light values of my light test tokens to make it appear like it wasn't. I think a field might have been set to 0 instead of blank, and I'm just not remembering its previous settings correctly. Well, if the lighting is correct, I think I'll just turn off AfoW for the next few sessions and go with lighting only.
I'm encountering an error I haven't seen anyone else mention yet. I use an API script to set status markers based on certain criteria. Yesterday was the first time my group has played since the update, and while the script was still working, the status markers didn't actually appear. You can see an example here: <a href="https://bit.ly/2EdAyCn" rel="nofollow">https://bit.ly/2EdAyCn</a> . (I can't get forum uploads to work today for some reason.) The token in the screenshot met the criteria to have the snail marker, and the script fired. There's a blue box around the snail as if it's active, but it doesn't appear on the token. Alongside that is the problem that if we set markers manually, they would all disappear when the script fired. Again, the blue box was around the correct markers in the menu.
I believe this is the .5 grid bug where auras are half of the radius set, bright light and the dim light radius are not working properly (although the dim light start seems correct). Try it by setting a token's aura to 10, vision to 60/20 on a 10' scale, 0.5 size grid map and then compare by changing the map to 5'/size 1. keithcurtis said: Paku said: So token lighting is still off by a mile rendering any tactical battle maps useless... Any word on a fix?&nbsp; Is this the Control-L bug mentioned in known issues? Or something else? I don't see that mentioned. This is the closest I saw: CTRL-L doesn't work properly; GMs using CTRL-L will see all tokens, even if they do not have "All Players See Light" enabled, and will also see the full range of vision, blocked only by Dynamic Lighting (see Known Issue directly above this one.)
I'm now seeing a bug when turning off Dynamic lighting, it still remains and moving the token or using the sliders doesn't move the circle of vision that was once the vision of the token.
1550440415
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Doug, that sounds like you are looking at Advanced Fog of War. Either turn that off in the page settings, or go to the FoW tool and choose "reset" from the flyout menu.
Moving additional report here: Paragon &nbsp;said: Not sure if it is exactly a bug but it seems like when the Dim Light reveal is on, the PCs can see squares beyond the boundaries of the map and the squares seem completely random, like 4 squares behind the wall not even close to each other.&nbsp;
Moving report here: Bane Garrison said: Exactly as the name says, whenever I drag a group of tokens, it freezes shortly afterwards. I can move my mouse to where I want to drop them and when I let go, it'll un-freeze and they'll drop around there, but it makes using waypoints and groups in general a huge pain. I'm running with the latest version of Firefox. Any fixes or reasons this might be? Edit: I should add, this only happens with groups of tokens. It doesn't freeze when dragging singular tokens. It also pings the spot they were at whenever I click and drag a group of them. Gave it a try with Chrome, and it still happened. Turned off all extensions and addons for chrome and firefox, and it still happened as well. I tried clearing the cache and then repeating it, but it's still happened. So, for step 4. See the first post for recreating the issue and what occurs. Chrome/Firefox, latest ver. Windows 10 Javascript enabled Windows Defender None And the Debug Log&nbsp; <a href="http://www.mediafire.com/file/ir6s8896w2rro73/WebRTC_Console_2019-02-17_18.36.20.txt" rel="nofollow">http://www.mediafire.com/file/ir6s8896w2rro73/WebRTC_Console_2019-02-17_18.36.20.txt</a>
Moving additional report here: VolkRaider I. &nbsp;said: This is a screenshot of old token bars. You can see how they are taking 1/3 of space of the upper square. <a href="https://i.gyazo.com/294475a0b3ca4d6b4a4cfc8338a21294.png" rel="nofollow">https://i.gyazo.com/294475a0b3ca4d6b4a4cfc8338a21294.png</a> And these are the new ones. They are occupying the whole square above them. They are way too much spaced out. <a href="https://i.gyazo.com/4198c3ca7818d86959b5bcdd813d216d.png" rel="nofollow">https://i.gyazo.com/4198c3ca7818d86959b5bcdd813d216d.png</a> I get the idea. You don't want 3d token bar to overlay his token. But can you pls make them less spaced out?&nbsp;
Please do keep the third token bar overlapping the token. That is a great feature and I use it all the time! It allows a token to be completely self contained in a square so that no part of it overlaps other tokens. See one of my videos here for an example: <a href="http://www.youtube.com/c/d20play" rel="nofollow">www.youtube.com/c/d20play</a> &nbsp; Dragon Dreamer said: Moving additional report here: VolkRaider I. &nbsp;said: This is a screenshot of old token bars. You can see how they are taking 1/3 of space of the upper square. <a href="https://i.gyazo.com/294475a0b3ca4d6b4a4cfc8338a21294.png" rel="nofollow">https://i.gyazo.com/294475a0b3ca4d6b4a4cfc8338a21294.png</a> And these are the new ones. They are occupying the whole square above them. They are way too much spaced out. <a href="https://i.gyazo.com/4198c3ca7818d86959b5bcdd813d216d.png" rel="nofollow">https://i.gyazo.com/4198c3ca7818d86959b5bcdd813d216d.png</a> I get the idea. You don't want 3d token bar to overlay his token. But can you pls make them less spaced out?&nbsp;
Moving this for Jereme B: Jereme B. &nbsp;said: I gave one of my PC tokens darkvision and put in the values for emits light. The "All players see light" box is unchecked, however they can still see the light.
Thomas C. said: Please do keep the third token bar overlapping the token. That is a great feature and I use it all the time! It allows a token to be completely self contained in a square so that no part of it overlaps other tokens. See one of my videos here for an example: <a href="http://www.youtube.com/c/d20play" rel="nofollow">www.youtube.com/c/d20play</a> &nbsp; Agreed. Tokens do not need a change from what was there before the update. Just get them to their previous shape. That being said I think that's already what is being worked on.
Hello! I have not read through all 7 pages of this yet, but my GIF isn't uploading. I waited like an hour and nothing happened. Small file. Like half a meg.&nbsp;
Yeah, my campfires aren't working ... how'd this happen? I have them set up to have light 40 ft dimming at 20 . "All players see light is unchecked" for if it was the players can see far outside their view range and through dynalight walls even. Please fix asap, or give us a month free since it ruins the point of pro for me .
1550519511
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Tent said: Yeah, my campfires aren't working ... how'd this happen? I have them set up to have light 40 ft dimming at 20 . "All players see light is unchecked" for if it was the players can see far outside their view range and through dynalight walls even. Please fix asap, or give us a month free since it ruins the point of pro for me . There is a known bug with checking Dynamic Lighting with Control-L that exactly matches what you are seeing. Please check by Connecting as Player or logging in with a player account. The bug is very high on the fix-it list—please see top post in this thread for the list of known issues. Bug fixes were likely delayed due to the emergency of deploying My Audio in the sudden closure of Fanburst.
Moving additional report here: Morgan A. &nbsp;said: None of my purchased animated objects have transparency. They do on my GM account but always appear with white boxes on my players accounts.&nbsp;&nbsp;
Moving additional report here: Christopher A. &nbsp;said: I'm in the Mad Mage free preview module. The map has scale 1 unit = 10 ft and size 0.5 units. I'm trying to give my characters' token a torch and darkvision. I've noticed that for torch I have to bump the 40/20 x1 up to 80/20 x1 to get the expected results. For Darkvision I have to bump the 30/0 x2 to 60/0 x2 to get the expected measured results.
Faeriedae said: Faeriedae said: Faeriedae said: Faeriedae said: Hey so every since the most recent update trying to use AFOW completely lags me and my players games. We all have computers capable of running modern video games so this is pretty confusing. It might just be because the maps were playing on are too large however we played on the same maps without a problem before the update. Would love to know if there's any way to fix it. Edit: Ok, I know CTRL+L being busted is mentioned in the known bugs but i've just realized it seems sometimes when I switch between maps the blotted out parts of the previous map seem to show up when I use CTRL+L. So that's weird. Edit 2: Ok so I think my game is just completely broken because I've set a map to have dynamic lighting and no global illumination yet when I join as a player with a token that shouldn't be able to see anything I can still see pretty much everything except a small portion of the map that AFOW is kind of working on. I uploaded some videos of some the issues: <a href="https://youtu.be/jQItTV7IalU" rel="nofollow">https://youtu.be/jQItTV7IalU</a> <a href="https://youtu.be/WxDBKMA7S8c" rel="nofollow">https://youtu.be/WxDBKMA7S8c</a> I'd really appreciate some help. Well about a week since my original post and not much has changed however I've done some testing and figured out that the lag we experience is directly tied to the AFOW view distance(Or Light Emitted if there is no view distance.) . About anything 15 inches or higher is pretty much unplayable. I've also uploaded a video of this issue:&nbsp; <a href="https://www.youtube.com/watch?v=otw9oQbCR8Y" rel="nofollow">https://www.youtube.com/watch?v=otw9oQbCR8Y</a> &nbsp; Some help or insight would be greatly appreciated.&nbsp; Please. I figured it might be the known issue about how "unforgiving of overlap" the current build is. So I made a version of one my maps without ANY overlapping shapes on the dynamic lighting layer. However I wasn't exactly sure of what defined "overlap" in this context so i made sure no shapes were even touching each other, as you can see in my video uploaded here:&nbsp; <a href="https://www.youtube.com/watch?v=-jlWhgzM_XQ" rel="nofollow">https://www.youtube.com/watch?v=-jlWhgzM_XQ</a> The issue persisted.&nbsp; Please respond. Please. I am begging you.
1550543874
Munky
Pro
Marketplace Creator
Compendium Curator
I put out another set of animations that went live today, and I included webm with the file types (as suggested). The webm files have a black background on the preview box, which is no big deal (GIFs are fine on that sense), but the webm tokens are playing at what looks like x2 or faster speed inside the app when I tested them out from my library just now and have a hiccup inbetween the loop. The set is here: <a href="https://marketplace.roll20.net/browse/set/3201/asv2-portals" rel="nofollow">https://marketplace.roll20.net/browse/set/3201/asv2-portals</a> I can also give the DEVs a link to my test campaign if needed.
Anyone else have bad lag with animations? Just bought the Animated Spell Effects pack but it seems to blur at the end of each loop making them look kind of crappy.
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Edited 1550548087
Munky
Pro
Marketplace Creator
Compendium Curator
I did a second round of testing, and they are looking a little better now (the ones I created that just got unlocked on my account), so maybe it had something to do with them being so fresh in the library. They do still have a slight stutter at the end of the loop that makes them blur for a split second, but nearly not as bad as when I first looked at them. Anthony V. said: Anyone else have bad lag with animations? Just bought the Animated Spell Effects pack but it seems to blur at the end of each loop making them look kind of crappy. Perhaps check them again after a few minutes goes by? I had the opposite experience with my webm animations when I tested them off of my account, as they were sped up to light speed. Maybe after the technomagic settles in they will normalize like mine did.
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Edited 1550548345
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I have noticed that hiccup and blur in some webm animations I was working on with the Aaron. They are decidedly less noticeable in Firefox than in Chrome, if that adds any data.
1550548722
Munky
Pro
Marketplace Creator
Compendium Curator
I use Firefox. I hope this gets resolved soon. Webm's are a little bit more of a process to create, but the file sizes are so much more manageable, and that is very important right now, as I am planning to create weather effects next, and file size is really going to come into play in that endeavor. My first test on a rain overlay as a GIF file was over 300MB, and my first test on a fog overlay as a webm file was under 6mb.
To add to what the above posters are talking about, when I add an animated token to the game it shows up perfect in the Library when you hover over it, but when you drag it on to the map it gets blurry, and shakey. The gif itself is smooth and you can see it loop perfectly when you hover over the file in the library, but as soon as you put it on the map it turns to junk, more so than the blur the shake is what troubles me, as it really looks off. <a href="https://i.imgur.com/4G1dv0L.png" rel="nofollow">https://i.imgur.com/4G1dv0L.png</a>
I posted this on the bug thread but I guess I'll repost here as its related to the fog of war.&nbsp; "Ever since the update a couple of weeks ago I haven't been able to use advanced fog of war and have had to seriously tinker to be able to use dynamic lighting at all. The players can see the map past where dynamic lighting barrier should stop them. They don't see creatures or what is in the other rooms just the layout of the rooms, which in a mega dungeon kind of defeats the purpose. Understandably roll20 runs slower with bigger maps with dynamic lighting and fog of war, but it's also kind of important that the players are able to see where they have been. I thought this might have been a certain map level specific thing that might have been fixed with a hot fix but after going down to the next level map the same thing is happening. Please help! Also the lighting is all screwy on bigger maps. Essentially have to double the distance to get the desired effect. Example 60 ft dark vision requires the token have 120 ft."&nbsp; Is there word on when the next update is? Last one was almost 2 weeks ago and not many of the issues&nbsp;were resolved with that one.
Moving this for Puddlez: Puddlez &nbsp;said: Ever since the update a couple of weeks ago I haven't been able to use advanced fog of war and have had to seriously tinker to be able to use dynamic lighting at all. The players can see the map past where dynamic lighting barrier should stop them. They don't see creatures or what is in the other rooms just the layout of the rooms, which in a mega dungeon kind of defeats the purpose. Understandably roll20 runs slower with bigger maps with dynamic lighting and fog of war, but it's also kind of important that the players are able to see where they have been. I thought this might have been a certain map level specific thing that might have been fixed with a hot fix but after going down to the next level map the same thing is happening. Please help! Also the lighting is all screwy on bigger maps. Essentially have to double the distance to get the desired effect. Example 60 ft dark vision requires the token have 120 ft.&nbsp;
Puddlez said: Also the lighting is all screwy on bigger maps. Essentially have to double the distance to get the desired effect. Example 60 ft dark vision requires the token have 120 ft."&nbsp; This has to do with the map unit scaling I believe. A large map with a unit scaling of .5 will require the doubling of standard distance in darkvision settings as the DV settings reference the distance as measured in feet, not units.
Fingers crossed on an update today!
Moving additional report here: MasterOfPlans &nbsp;said: Before I could group select and waypoints just fine, but now, once the first waypoint is set the selector freezes and won't move regardless of where I move the mouse, when I release the cursor I must then click to set the token in place as well.&nbsp; This is quite a problem for moving mounted players, especially those wanting to charge.&nbsp; Below is an example picture (WFRP2e) Google Chrome (same issue in Firefox - but it's outdated) Chrome Version: 72.0.3626.109 Javascript enabled (tested both enabled and disabled) I keep AVAST running in the background, but also have Malware Bytes installed for more through scans. Extensions are-&nbsp; Adblock Plus, Avast Online Security, Honey, uBlock Origin, and WOT Web of Trust.&nbsp; I also have IE Tab installed but disabled (I only turn it on when playing Shockwave games) Sorry I forgot it, I believe I narrowed down the error code too, I tried moving several pieces around but when I did the group move I was getting this message for every pixel my mouse moved when trying to move the then frozen token app.js?1550166181:528 Uncaught TypeError: Cannot read property 'get' of undefined &nbsp; &nbsp; at t.targets._.map.e (app.js?1550166181:528) &nbsp; &nbsp; at base.js?1550166154:6 &nbsp; &nbsp; at Array.forEach (&lt;anonymous&gt;) &nbsp; &nbsp; at k.each.k.forEach (base.js?1550166154:6) &nbsp; &nbsp; at Function.k.map.k.collect (base.js?1550166154:6) &nbsp; &nbsp; at n.object:moving (app.js?1550166181:528) &nbsp; &nbsp; at n.i (app.js?1550166181:529) &nbsp; &nbsp; at n.__onMouseMove (app.js?1550166181:531) &nbsp; &nbsp; at HTMLCanvasElement.R (app.js?1550166181:536) I saved a second test where I first move a normal token, then move the broken token. (then Ctrl+Z to put it back where it was) Hopefully I saved the whole log properly. The above information of chrome, version, java, AVAST, and extensions still holds true Not sure how to attach the ".log" file as it's rather large so I'll upload it to pastebin and link it, if you want me to just copy/paste the text here let me know.&nbsp;&nbsp; <a href="https://pastebin.com/D83V46k8" rel="nofollow">https://pastebin.com/D83V46k8</a> Edit: Reduced info to one log for sake of ease.
Entropomancer said: Puddlez said: Also the lighting is all screwy on bigger maps. Essentially have to double the distance to get the desired effect. Example 60 ft dark vision requires the token have 120 ft."&nbsp; This has to do with the map unit scaling I believe. A large map with a unit scaling of .5 will require the doubling of standard distance in darkvision settings as the DV settings reference the distance as measured in feet, not units. To be clear that did not used to be the case before this most recent update. It is a bug.
Any news on token bars issue resolution?
Moving additional report here: Linki &nbsp;said: Greetings, everyone. I recently subscribed and I have been trying to use webm videos as animated graphics, but the upload is literally taking hours. I've tried to encode the video under the recommended specifications. I've made several tests on my internet connection, and it is fine. When I try to upload a video, the progress bar simply don't move, and I just manage to upload a single file after one hour. Since I'm new around here, is there something that I'm doing wrong? Or is that any kind of malfunctioning on Roll20? Appreciate you help. PS: I reside outside North America, so maybe some route issue could cause this... Thanks.
Moving additional report here: Nathan S. &nbsp;said: Hey guys, having an issue with the Dynamic Lighting. Check out these images;&nbsp;&nbsp; <a href="https://imgur.com/a/XAmcCNB" rel="nofollow">https://imgur.com/a/XAmcCNB</a> &nbsp;&nbsp; The top image shows my GM screen, and the bottom image is what my player can see. The player token is that eyeball standing among the trees, set with sight and emitting light up to 100ft (as I was just checking to make sure everything was okay, it's not from an actual session). Everything within the building should be completely black to my players, but there's those random tiles that have been revealed for some reason.&nbsp;&nbsp; Originally, I drew one large black box around the entire building on the Dynamic Lighting page. When I tested it, I saw the leak, so I drew those green lines on the corners, reset the FoW, and tested it again, but the leak still went through. I've redrawn the green lines, reset and tested it again, but it still goes through, so now I don't know what to do.&nbsp; For the page settings, I have AFoW ticked, but all its subsections unticked, and Dynamic Lighting ticked, 'Only update on drop' ticked, and the rest unticked.
Nope. Just Dynamic lighting keithcurtis said: Doug, that sounds like you are looking at Advanced Fog of War. Either turn that off in the page settings, or go to the FoW tool and choose "reset" from the flyout menu.
Ed S. said: Entropomancer said: Puddlez said: Also the lighting is all screwy on bigger maps. Essentially have to double the distance to get the desired effect. Example 60 ft dark vision requires the token have 120 ft."&nbsp; This has to do with the map unit scaling I believe. A large map with a unit scaling of .5 will require the doubling of standard distance in darkvision settings as the DV settings reference the distance as measured in feet, not units. To be clear that did not used to be the case before this most recent update. It is a bug. I have listed this issue multiple times on this thread to no avail.&nbsp;
Moving Report here: Fayne &nbsp;said: Been a Pro user for years. Not very active on the forums, so pardon my ignorance if this has been addressed.&nbsp; When using Dymanic&nbsp;Lighting, as a GM I used to be able to click a token, then hit Ctrl+L to see from that token's perspective. With regard to light sources, they should only see when the token has sight lines too, their own light source if any, and only other light sources if that light source has "All Players See Light" box checked.&nbsp; But, I've noticed the last few weekly sessions, when I check a token's perspective, it's showing all light sources, regardless if that box is checked or not. This is only for me as the GM, other players are still not able to see the light source unless the box is checked. But as a GM, this is incredibly important to me. I need to see if a token can see enemies or not, for certain bonuses or penalties, and it makes it especially annoying when the token I select can see all the Darkvision radiuses of monsters in the area, which again makes it very difficult to know what my players see on their screens.&nbsp; I've resorted to simply asking if they can see the monster they are targeting in the dark, but obviously that carries some annoying meta-game implications.&nbsp; Any fix?
Moving additional report here: Gargamond &nbsp;said: After finding the perfect animated tokens for a Purple Worm and a Burrowing Movement, I tried putting both into a rollable table so that I can have my Purple Worms burrow. It won't work like normal tokens do. When I right click to change the image, the images appear broken and will not change. Both images are webm I even tried disabling Stylus' Roll20 Dark Matter to make sure it wasn't messing with Roll20, and the same results occurred.
Still no updates since the last hotfix?
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Faeriedae said: Faeriedae said: Faeriedae said: Faeriedae said: Hey so every since the most recent update trying to use AFOW completely lags me and my players games. We all have computers capable of running modern video games so this is pretty confusing. It might just be because the maps were playing on are too large however we played on the same maps without a problem before the update. Would love to know if there's any way to fix it. Edit: Ok, I know CTRL+L being busted is mentioned in the known bugs but i've just realized it seems sometimes when I switch between maps the blotted out parts of the previous map seem to show up when I use CTRL+L. So that's weird. Edit 2: Ok so I think my game is just completely broken because I've set a map to have dynamic lighting and no global illumination yet when I join as a player with a token that shouldn't be able to see anything I can still see pretty much everything except a small portion of the map that AFOW is kind of working on. I uploaded some videos of some the issues: <a href="https://youtu.be/jQItTV7IalU" rel="nofollow">https://youtu.be/jQItTV7IalU</a> <a href="https://youtu.be/WxDBKMA7S8c" rel="nofollow">https://youtu.be/WxDBKMA7S8c</a> I'd really appreciate some help. Well about a week since my original post and not much has changed however I've done some testing and figured out that the lag we experience is directly tied to the AFOW view distance(Or Light Emitted if there is no view distance.) . About anything 15 inches or higher is pretty much unplayable. I've also uploaded a video of this issue:&nbsp; <a href="https://www.youtube.com/watch?v=otw9oQbCR8Y" rel="nofollow">https://www.youtube.com/watch?v=otw9oQbCR8Y</a> &nbsp; Some help or insight would be greatly appreciated.&nbsp; Please. Thanks Dad
1550785832
Stephanie B.
Forum Champion
Sheet Author
Hi, all. None of the issues were fixed in this week's patch. I'll keep this thread updated as soon as we put something out to fix things. Thanks for your patience.
That's a bummer. The amount of time the AFoW problems have impacted games is starting to cause friction in my games. But none the less, I appreciated your frequent updates.
I've had huge performance issues with Dynamic Lighting as of recent. Admittedly I used a pretty big map (though not much bigger than maps in the past) But I used Gobal Illumination! Still, it freezes for me and every player, every time a token with sight is moved, for about 4 seconds. When multiple tokens are moved, everything freezes for about half a minute. Borderline unplayable. Also a lot of tiles are revealed when they should not. Had to resort to normal Fog of War for now.
Rob W. said: That's a bummer. The amount of time the AFoW problems have impacted games is starting to cause friction in my games. But none the less, I appreciated your frequent updates. My players and myself are getting increasingly cranky too lol
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Edited 1550915176
Dynamic Lighting Issue: Browser: Google Chrome Player Tokens that have darkvision (ie a light radius but don't have the "Emits Light" check box ticked) still emit that light, and other player tokens can see that light radius. It seems that check box is permanently ticked. Utterly breaks dynamic lighting because some players have 60ft and 120ft darkvision and others don't, so it covers half/the entire map. Disappointed because I've only recently joined the pro sub for dynamic lighting, and enjoyed it forna couple weeks for this bug. Feels like a waste of money atm.
Moving this for Alessandro: Alessandro V. &nbsp;said: Ok I am having issues similar to this since I started using Advanced FoW and DYnamic Lighting. This is the token settings:&nbsp; This is my page settings: This is dynamic lighting lines drawn:&nbsp; This is what that token can see (I selected it and pressed ctrl+L):&nbsp; This is what happens when that token move in that particular square (ctrl+L ):&nbsp; My answer: why the hell he can see that two squares?? This is just an example, as I told before I am having similar issue since the start of Curse of Strahd and it really hampers the usage of Advanced FoW to the point I am not using it anymore. Is there a solution?