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A New Light - Bug Thread - Updated Dynamic Lighting and Fog of War

1593803447
Christopher K
Plus
Marketplace Creator
I realize that this is already a recognized symptom of the current UDL, but figured more info couldn't be bad info. I logged in to try different configurations in order to find a sweet spot that would allow me to use UDL as a DM without a screeching halt performance hit and still looked good to my players. I'm using the Forge of Fury module, specifically on the Glitterhame map. At first, after activating UDL, the hit was awful. Even just clicking a token on my end took 1-2 seconds to pop up the token's stats and radial menu. Moving the token on my end was worse as it would stutter horribly and take a moment after releasing the mouse button for the token to finally drop. My player, on the other hand, was impressed by how smooth and how great looking it was. So I dove a little deeper and discovered that if I zoomed in to 100% or more, at least for a while, things went back to buttery smooth. I could move around and click without any lag, I could hit Ctrl-L to see through the token's eyes, whether it was darkvision or emit light, and had no issue. Over time though, it eventually started to go downhill again. What really confused me, and I'm guessing the devs too, was that the GPU/CPU usage and memory footprint was virtually the same whether or not I was using UDL. You can see that there's a difference, but it doesn't deviate all that wildly. The only other thing I wanted to add was that when I changed to a different map in the module, it was like night and day. When I setup UDL on The Foundry, it went from hair pulling lag to formula one speed with all the awesome effects intact. The difference being (of course) the size of the maps (which, again, people have already noted). Glitterhame - 74x67 @ 5180x4690 resolution The Foundry - 76x43 @ 5320x3010 resolution That's only about a 30% increase from the smaller to larger, but it speaks volumes for some reason to the performance. Anyway, maybe someone will find that all helpful.
I noticed this major graphic change that, I will admit it might just be me, hurts the eyes a bit.  The first image is Daylight Mode on, so all players can see the entirety of the map.  The second image is Daylight Mode off, with 4 of the 6 player tokens having Darkvision on in the updated DL tab.  Not game breaking I'll say but it does present the whole image differently between the two modes. If anything, it's a bit odd but to me it sharpens the image actually, which might be why it makes the eyes tingle a little. Just thought I would throw this one out there for anyone to review.  Thanks!
They added the tint color to night vision, now it's messed up.  For me it's showing a very annoying graphic where the light radius displays a reflection of the token.  Now I have no way of making my players be able to see without other players being able to see them.  It makes it very difficult to used when zoomed out.   
1593881573
Aetis
Plus
Sheet Author
Nathan J. said: I'm experiencing an issue where walls will not block vision after a certain distance, unless I increase the line thickness. Same! What is going on???
Roll20, why aren't you hiring this guy?  Great Example, Brian C.
I'm having the same issue that Roman is; it's as if the map is getting 'washed out' for each token on the board with nightvision. without nightvision and with nightvision; note the distortion on the token. The main issue with this is that the problem seems to get noticeably worse based on the number of nightvision-enabled tokens. As most of my party has nightvision, I've had a map nearly fully washed out before.
It just looks like a radius coding bug to me. I could be wrong, but the radius seems to have a different type of lighting control than the one used when you remove FoW completely. Which on the old version, there was no difference essentially. 
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Edited 1594133823
Old lighting New Lighting Ill be honest i just bought Curse of Strahd and the maps look awful and grainy in the new lighting but i go to legacy and they are sharper.  There are the  screenshots of the same thing with the lighting the old and new way.  I see a difference and it gets worse the more tokens you put in.
What you were trying to do: Use Updated Dynamic Lighting on "Table on Tablet" with an iPad Pro What happened: &nbsp;(Screen shots are useful here!) Maps with UDL enabled do not show any blacked out areas.&nbsp; Tokens can see the entire map. Steps to Reproduce: Enable UDL on a map and access through tablet browser. Browser &amp; OS info: Safari on iPad OS 13.5.1 Is WebGL supported by your browser? No copy of the report, but the page said WebGL1 was supported on the browser. Game Link: &nbsp;(The URL when you're looking at your Game Details page) <a href="https://app.roll20.net/campaigns/details/7800062/family-game-1" rel="nofollow">https://app.roll20.net/campaigns/details/7800062/family-game-1</a> Game Settings Was anything changed from default? No changes to default game settings. Map Settings Are you using Legacy or Updated?&nbsp; Updated Were you using Explorer Mode or not?&nbsp; Yes Were you using Daylight Mode or not?&nbsp; No Token Settings What kinds of light and vision were utilized on tokens? (bright light, low light, night vision, regular vision) Regular and night vision Also tried regular vision with bright light and low light Do you have Hardware Acceleration turned On or Off in your browser or system: N/A
GM Info Layer not showing all tokens. Reported in&nbsp; <a href="https://app.roll20.net/forum/post/8900932/gm-info-layer-not-showing-tokens/?pageforid=8900932#post-8900932" rel="nofollow">https://app.roll20.net/forum/post/8900932/gm-info-layer-not-showing-tokens/?pageforid=8900932#post-8900932</a> .
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Edited 1594174165
CB
Pro
Updated dynamic lighting is currently acting like UDL walls exist where none do, severely messing with player's vision for no discernible reason.&nbsp; Is it just a better idea to stick with legacy since UDL is constantly broken somehow? UDL Layer: <a href="https://drive.google.com/file/d/1yj11pbKUFcoTwom3QKd4Gsq4QVYPbtqu/view?usp=sharing" rel="nofollow">https://drive.google.com/file/d/1yj11pbKUFcoTwom3QKd4Gsq4QVYPbtqu/view?usp=sharing</a> Character Ctrl+L perspective: <a href="https://drive.google.com/file/d/1G84Mj4nERhabB1XEhythG7PjAfanYKKK/view?usp=sharing" rel="nofollow">https://drive.google.com/file/d/1G84Mj4nERhabB1XEhythG7PjAfanYKKK/view?usp=sharing</a> &nbsp; (Side note: Does anybody know an effective way to upload images to this forum?&nbsp; I can never get a screenshot to upload to forums.)
Hey everyone! Just want to mention we put out a few more changes for UDL: Yesterday &nbsp;we put out a change that allows for you to set limits for field of vision and light via default settings for Updated Dynamic Lighting. Today, we just put out a fix for the issue that was causing Updated Dynamic Lighting to not respect barriers from a far distance-- this should now block vision as expected.
Was able to spend a few minutes testing the latest update of UDL. This is a major improvement to the system, and I'm ready to unleash upon my players. Thank you for all the hard work. I'm sure there is still a lot of improvements to complete, but it's nice to see the light of the finished feature. That said, how do I set a better difference between bright light and low light? In the screen captures below, I set the token to show 20 ft of bright light and 20 ft of low light. This allows the token to see 40 ft, which is does, but I can't tell where the low light begins. Further, when I set the low light to only 5 ft, the visible part of the map only extends a small fraction beyond the bright light. Effectively the token can see 21 ft instead of the 25 ft combined with bright light set to 20 ft and low light set to 5 ft. (Sorry, don't have a screen capture of this). Thank you.
And just to be sure it's not forgotten, will UDL support extended sight distance multiplier? I use this to simulate tokens with low-light vision, as per PF1 rules.
New Dynamic lighting causes extreme performance drops for my GM.
1594293451
Andreas J.
Forum Champion
Sheet Author
Translator
Craig said: And just to be sure it's not forgotten, will UDL support extended sight distance multiplier? It will. Roll20 have said UDL will get feature parity before LDL starts to be phased out. It's listed as the first bullet point on the list at start of the thread:
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What you were trying to do: I started the game, my players connected. They started to move their tokens around and noticed somesthing funny about their vision. What happened: &nbsp;(Screen shots are useful here!) It appears that after the last session an update destroyed my map. As you can see, the token further north has 360° vision. The other one only has ~80°. The same token pulled from the journel onto a completly new map. Steps to Reproduce: I just loaded an existing map with multiple tokens and different UDL options Browser &amp; OS info: FireFox on Win10 Is WebGL supported by your browser? Please visit&nbsp; <a href="https://webglreport.com/" rel="nofollow">https://webglreport.com/</a> &nbsp;and copy/paste the WebGL1 report from there. Platform: Win32 Browser User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:78.0) Gecko/20100101 Firefox/78.0 Context Name: webgl GL Version: WebGL 1.0 Shading Language Version: WebGL GLSL ES 1.0 Vendor: Mozilla Renderer: Mozilla Unmasked Vendor: Google Inc. Unmasked Renderer: ANGLE (NVIDIA GeForce RTX 2070 Direct3D11 vs_5_0 ps_5_0) Antialiasing: Available ANGLE: Yes, D3D9 Major Performance Caveat: No Vertex Shader Max Vertex Attributes: 16 Max Vertex Uniform Vectors: 4095 Max Vertex Texture Image Units: 16 Max Varying Vectors: 30 Best float precision: [-2 127 , 2 127 ] (23) Transform Feedback Coming in WebGL 2 Rasterizer Aliased Line Width Range: [1, 1] Aliased Point Size Range: [1, 1024] Fragment Shader Max Fragment Uniform Vectors: 1024 Max Texture Image Units: 16 float/int precision: highp/highp Best float precision: [-2 127 , 2 127 ] (23) Framebuffer Max Color Buffers: 8 RGBA Bits: [8, 8, 8, 8] Depth / Stencil Bits: [24, 8] Max Render Buffer Size: 16384 Max Viewport Dimensions: [32767, 32767] Textures Max Texture Size: 16384 Max Cube Map Texture Size: 16384 Max Combined Texture Image Units: 32 Max Anisotropy: 16 Uniform Buffers Coming in WebGL 2 Supported Extensions: ANGLE_instanced_arrays EXT_blend_minmax EXT_color_buffer_half_float EXT_float_blend EXT_frag_depth EXT_shader_texture_lod EXT_sRGB EXT_texture_compression_bptc EXT_texture_filter_anisotropic OES_element_index_uint OES_standard_derivatives OES_texture_float OES_texture_float_linear OES_texture_half_float OES_texture_half_float_linear OES_vertex_array_object WEBGL_color_buffer_float WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context Game Link: &nbsp;(The URL when you're looking at your Game Details page) <a href="https://app.roll20.net/campaigns/details/7389932/lost-mines-of-phandelver" rel="nofollow">https://app.roll20.net/campaigns/details/7389932/lost-mines-of-phandelver</a> Game Settings Was anything changed from default? Nothing concerning DL. Map Settings Are you using Legacy or Updated? Updated Were you using Explorer Mode or not? Yes to Explorer Mode. Were you using Daylight Mode or not? No Daylight Mode is off. Token Settings What kinds of light and vision were utilized on tokens? (bright light, low light, night vision, regular vision) Multiple. Two with 60ft darkvision, one with 60ft darkvision and emitting 30 ft bright and 30ft dim light, and lastly one with only vision. Edit: On an additional note, since last time i tried using roll 20 the performance has gone to hell. I have so many stutters and lags on on every map I tested.
- What you were trying to do: Use dynamic lighting as a GM. Ctrl+L - View as a Token (with 3ft ring of white darkvision) Two other tokens (with 60ft red-tinted darkvision) &nbsp; - What happened: (Screen shots are useful here!) Other tokens darkvision colour (red) was overlaying on this token's darkvision, meaning I could see rings / lines of other weird colours / light) &nbsp; UDL layer. Token Layer. Token 4 Ctrl+L &nbsp; Token 1 Ctrl+l, alone. Token 1, with other tokens. Token when hitting the border of another token’s darkvision. &nbsp; Map layer. &nbsp; - Steps to Reproduce: * Page: UDL ON&nbsp; / Explorer OFF&nbsp; / Daylight OFF / Update on drop ON * Token 1: Night Vision 3ft, transparent / Not emitting light. * Token 2: Night Vision 3ft, transparent / Not emitting light. * Token 3: Night Vision 30ft, red / Not emitting light. * Token 4: Night Vision 60ft, red / Not emitting light. - Browser &amp; OS info: Chrome - Is WebGL supported by your browser? ( Please visit <a href="https://webglreport.com/" rel="nofollow">https://webglreport.com/</a> and copy/paste the WebGL1 report from there.) &nbsp; Platform:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Win32 Browser User Agent:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/83.0.4103.116 Safari/537.36 Context Name: webgl GL Version:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; WebGL 1.0 (OpenGL ES 2.0 Chromium) Shading Language Version:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; WebGL GLSL ES 1.0 (OpenGL ES GLSL ES 1.0 Chromium) Vendor: WebKit Renderer:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; WebKit WebGL Unmasked Vendor:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Google Inc. Unmasked Renderer:&nbsp;&nbsp;&nbsp;&nbsp; ANGLE (Intel(R) HD Graphics 620 Direct3D11 vs_5_0 ps_5_0) Antialiasing:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Available ANGLE: Yes, D3D11 Major Performance Caveat:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; No &nbsp; Game Link: <a href="https://app.roll20.net/campaigns/details/7847939/scratchpad" rel="nofollow">https://app.roll20.net/campaigns/details/7847939/scratchpad</a> &nbsp; Game Settings&nbsp; Was anything changed from default? - No Map Settings Are you using Legacy or Updated? - Updated Were you using Explorer Mode or not? - No Were you using Daylight Mode or not? – No &nbsp; Token Settings - What kinds of light and vision were utilized on tokens? (bright light, low light, night vision, regular vision) * Page: UDL ON&nbsp; / Explorer OFF&nbsp; / Daylight OFF / Update on drop ON * Token 1: Night Vision 3ft, transparent / Not emitting light. * Token 2: Night Vision 3ft, transparent / Not emitting light. * Token 3: Night Vision 30ft, red / Not emitting light. * Token 4: Night Vision 60ft, red / Not emitting light. &nbsp; &nbsp;
So, not sure exactly how to say this, or what the format is, but I've noticed that when two PC tokens with nightvision have their vision overlap, the GM overlay disappears where they touch.&nbsp;
King of Bel said: So, not sure exactly how to say this, or what the format is, but I've noticed that when two PC tokens with nightvision have their vision overlap, the GM overlay disappears where they touch.&nbsp; I also had this problem since the July 7th updates, I had to move the player tokens away from the area just to see where things are in the GM layer. Weirdly if you can remember,&nbsp; e.g. the hidden token, you can still click it in the GM layer to move to the token layer. But sucks if you have a lot going on and cant remember where the token was.&nbsp;
Already more than 3 months since the new system is released.....
What you were trying to do: Give a token night vison.&nbsp; What happened: &nbsp;(Screen shots are useful here!) The token will receive the night vision but also have his FOV limited either immediately upon saving settings or rotating the token.&nbsp; When copying and pasting the token, the new token retains the original settings but has no field of view at all.&nbsp; I have several Tokens on this map who already have their night vision enabled and working as well, but upon rotating any of them, their field of view is limited as well.&nbsp; Browser &amp; OS info: Chrome ( Version 83.0.4103.116 (Official Build) (64-bit)) Is WebGL supported by your browser? Please visit&nbsp; <a href="https://webglreport.com/" rel="nofollow">https://webglreport.com/</a> &nbsp;and copy/paste the WebGL1 report from there. ✓ This browser supports WebGL 1 Game Link: &nbsp;(The URL when you're looking at your Game Details page) <a href="https://app.roll20.net/campaigns/details/5291248/the-realm-of-light" rel="nofollow">https://app.roll20.net/campaigns/details/5291248/the-realm-of-light</a> Game Settings Was anything changed from default? Not that I know of.&nbsp; Map Settings Are you using Legacy or Updated? Updated Were you using Explorer Mode or not? Yes Were you using Daylight Mode or not? No Do you have Hardware Acceleration turned On or Off in your browser or system: On Speedtest Results Upload, Download, and Ping
I am having a similar over-exposed looking effect in my game and have seen others reporting it as well. Rory Crawford said: Old lighting New Lighting Ill be honest i just bought Curse of Strahd and the maps look awful and grainy in the new lighting but i go to legacy and they are sharper.&nbsp; There are the&nbsp; screenshots of the same thing with the lighting the old and new way.&nbsp; I see a difference and it gets worse the more tokens you put in.
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What you were trying to do: Give a token vision. What happened: &nbsp;(Screenshots are useful here!) It appears to work on some of the maps but not others, smaller maps it works just fine as long as you have under 15 creatures with nightvision. So I think there's some maximum number of creatures that can be using the system before it starts to decay. The token did not get proper 360-degree vision instead got a weird cone-like vision. Steps to Reproduce: Create a new token on the map (existing tokens that were already setup do not have the issue). Tokens that were set as default for journal entries also have this issue. Browser &amp; OS info: Chrome / Windows 10 Is WebGL supported by your browser? Please visit&nbsp; <a href="https://webglreport.com/" rel="nofollow">https://webglreport.com/</a> &nbsp;and copy/paste the WebGL1 report from there. me Link: &nbsp;(The URL when you're looking at your Game Details page)&nbsp; <a href="https://app.roll20.net/campaigns/details/5646885/tyranny-of-dragons" rel="nofollow">https://app.roll20.net/campaigns/details/5646885/tyranny-of-dragons</a> Game Settings Was anything changed from default? Not to my knowledge. Map Settings Are you using Legacy or Updated? Updated (legacy has zero vision working) Were you using Explorer Mode or not? Explorer Were you using Daylight Mode or not? Daylight mode hides the issue due to the player being able to see everything anyway regardless of range. Token Settings What kinds of light and vision were utilized on tokens? (bright light, low light, night vision, regular vision) Doesn't matter to reproduce the bug. Do you have Hardware Acceleration turned On or Off in your browser or system: &nbsp; Yes
Others have said the same, but just wanted to add in my 2 cents about the new tinted nightvision. When too many overlap, the token and map detail quality becomes terrible. In addition, dark tints make the map very hard to read. Two black tints overlapping even creates a completely black area! It looks fine from the player's perspective, but it's a mess to deal with as the GM.
I just ran into a bug, I think, where for some reason Dynamic Lighting is only working for a 90 degree angle. It was working half an hour ago on token, but I tried to give a guard Night Vision and this was the result. &nbsp; What you see there is the only options I have on for the token. IDK what changed but it's no longer able to be added on anything correctly for me. Older tokens that have working Dark Vision still have it, but trying to add it on new tokens gives me this. A perfect triangle of sight for some reason.
The old dynamic light is way better....lighter, cleaner and more natural. New light system overlaps with DM and player layers. Some tokens out of the blue have cone vision even if if not enabled and for God sake don't play with night vision colors !!&nbsp; Pls stack with the old dynamic light system and start over with the new one.
To Roll20 , please for all the holy gods out there ! do not replace legacy lighting with dynamic lighting , evrytime i switch to dynamic lighting for maps and characters we are unable to load screen fast enough to play , 5 minute load screens is ridiculous. do not take the older system from us. Your dynamic lightning system is too memory heavy!!!! I have extremely fast internet and pc so its not isolated to me.
I am seeing this exact issue but it doesn't reproduce on all pages. And what's worse is it seems to show maps from other pages underneath. I've had to switch to old dynamic lighting to make it go away. Ryan V. said: I have the same, UDL+multiple night vision tokens, image degradation issue as others have reported. Just wanted to pile on in case this needs more noise before it's noticed/addressed. (Edit: /Unrelated: In case any devs see this, thanks for the charactermancer lvl+ feats implementation :-D ) UDL off: UDL On:
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Just wanted to back this up. I observed similar behavior. Everything was working fine on my map, then I noticed some tokens had a fixed field of view, even though that option was turned off and their values were 0. It&nbsp; was the exact same field of view for all tokens exhibiting this behavior. I turned field of view on for one token, and fiddled with the value. It didn't behave correctly, but all the field of views changed to correspond to that token. I eventually deleted all those tokens, but I've noticed if I copy and paste tokens with vision turned on, they will sometimes paste with the same fixed field of view present.&nbsp; Edit: My tokens had the exact same field of view Mido shows in the screenshot. Mido said: What you were trying to do: I started the game, my players connected. They started to move their tokens around and noticed somesthing funny about their vision. What happened: &nbsp;(Screen shots are useful here!) It appears that after the last session an update destroyed my map. As you can see, the token further north has 360° vision. The other one only has ~80°. The same token pulled from the journel onto a completly new map. Steps to Reproduce: I just loaded an existing map with multiple tokens and different UDL options Browser &amp; OS info: FireFox on Win10 Is WebGL supported by your browser? Please visit&nbsp; <a href="https://webglreport.com/" rel="nofollow">https://webglreport.com/</a> &nbsp;and copy/paste the WebGL1 report from there. Platform: Win32 Browser User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:78.0) Gecko/20100101 Firefox/78.0 Context Name: webgl GL Version: WebGL 1.0 Shading Language Version: WebGL GLSL ES 1.0 Vendor: Mozilla Renderer: Mozilla Unmasked Vendor: Google Inc. Unmasked Renderer: ANGLE (NVIDIA GeForce RTX 2070 Direct3D11 vs_5_0 ps_5_0) Antialiasing: Available ANGLE: Yes, D3D9 Major Performance Caveat: No Vertex Shader Max Vertex Attributes: 16 Max Vertex Uniform Vectors: 4095 Max Vertex Texture Image Units: 16 Max Varying Vectors: 30 Best float precision: [-2 127 , 2 127 ] (23) Transform Feedback Coming in WebGL 2 Rasterizer Aliased Line Width Range: [1, 1] Aliased Point Size Range: [1, 1024] Fragment Shader Max Fragment Uniform Vectors: 1024 Max Texture Image Units: 16 float/int precision: highp/highp Best float precision: [-2 127 , 2 127 ] (23) Framebuffer Max Color Buffers: 8 RGBA Bits: [8, 8, 8, 8] Depth / Stencil Bits: [24, 8] Max Render Buffer Size: 16384 Max Viewport Dimensions: [32767, 32767] Textures Max Texture Size: 16384 Max Cube Map Texture Size: 16384 Max Combined Texture Image Units: 32 Max Anisotropy: 16 Uniform Buffers Coming in WebGL 2 Supported Extensions: ANGLE_instanced_arrays EXT_blend_minmax EXT_color_buffer_half_float EXT_float_blend EXT_frag_depth EXT_shader_texture_lod EXT_sRGB EXT_texture_compression_bptc EXT_texture_filter_anisotropic OES_element_index_uint OES_standard_derivatives OES_texture_float OES_texture_float_linear OES_texture_half_float OES_texture_half_float_linear OES_vertex_array_object WEBGL_color_buffer_float WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context Game Link: &nbsp;(The URL when you're looking at your Game Details page) <a href="https://app.roll20.net/campaigns/details/7389932/lost-mines-of-phandelver" rel="nofollow">https://app.roll20.net/campaigns/details/7389932/lost-mines-of-phandelver</a> Game Settings Was anything changed from default? Nothing concerning DL. Map Settings Are you using Legacy or Updated? Updated Were you using Explorer Mode or not? Yes to Explorer Mode. Were you using Daylight Mode or not? No Daylight Mode is off. Token Settings What kinds of light and vision were utilized on tokens? (bright light, low light, night vision, regular vision) Multiple. Two with 60ft darkvision, one with 60ft darkvision and emitting 30 ft bright and 30ft dim light, and lastly one with only vision. Edit: On an additional note, since last time i tried using roll 20 the performance has gone to hell. I have so many stutters and lags on on every map I tested.
+1 on Mido's and Ian H.'s&nbsp; issues. Everything was working fine and dandy last week and then when we went to play today I had to quickly fix some peoples field of vision. Strangely enough the PC tokens I placed down last week were working fine, however the ones I placed this morning all had their darkvision restricted to a cone despite that option being disabled. Also to note, I didn't see this happen on my end but my players said that once I flicked Explorer mode on by accident they lost all vision, including light sources and not just darkvision. Turning Explorer mode off and and having me (GM) move all tokens one square fixed it, for whatever reason. &nbsp; Mido said: What you were trying to do: I started the game, my players connected. They started to move their tokens around and noticed somesthing funny about their vision. What happened: &nbsp;(Screen shots are useful here!) It appears that after the last session an update destroyed my map. As you can see, the token further north has 360° vision. The other one only has ~80°.
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Suggestion - disable the colored vision for the DM - as far as I can tell it's not needed.&nbsp; Let the PCs have their colored vision, and the DM would only see the color when the DM selects Ctrl-L to see what a specific token sees.&nbsp; But for everyday use, I suggest the DM would get the generic sight circles of the PC tokens that they have always had. Or, at the least, add a toggle that allows this.
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Brian C.
Pro
Marketplace Creator
Compendium Curator
Carey S. said: Suggestion - disable the colored vision for the DM - as far as I can tell it's not needed.&nbsp; Let the PCs have their colored vision, and the DM would only see the color when the DM selects Ctrl-L to see what a specific token sees.&nbsp; But for everyday use, I suggest the DM would get the generic sight circles of the PC tokens that they have always had. Or, at the least, add a toggle that allows this. This does not help if a player controls more than one token that has colored vision. It really just needs to be fixed with light behaving as light would: mixing and then being applied once instead of consecutive applications of tinting that make things darker. In Overlord's example above, the overlapping portion of light should be nearly white, not purple.
I have a weird situation too with UDL. One map I use that turns on UDL suddenly becomes super unbearably slow. But if I copy that map to another game using transmogrifier, it works fine! Even more confusing, if I make a copy of my entire game, the map works fine in that one too even though it's just a copy of the original game. Yet it still is super slow in the original game. It makes no sense. This is the game&nbsp; <a href="https://app.roll20.net/campaigns/details/7731399/tomb-of-tiberesh" rel="nofollow">https://app.roll20.net/campaigns/details/7731399/tomb-of-tiberesh</a>
Issue of ctrl L seeing gm layer through player eyes is not fixed as stated. It still happens. Darkvision intersections by different tokens changes density and color., and also, tokens can see other tokens darkvision. This is not right.&nbsp;
When I turn on dynamic lighting and explorer mode I see different map and current map merged together, explorer mode is not working for me, it's either all black or map is "revealed" but players see grey area. Also - I usually play with two tabs, I think it doesn't work so good with it.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Brian H. said: Issue of ctrl L seeing gm layer through player eyes is not fixed as stated. It still happens. Is that listed in the issues? It shouldn't be; that has been the way Ctrl-L has always worked. It's not meant to duplicate player vision, but to check their ctrl- L ine of sight.
keithcurtis said: Is that listed in the issues? It shouldn't be; that has been the way Ctrl-L has always worked. It's not meant to duplicate player vision, but to check their ctrl- L ine of sight. I also have a problem with how it works, I can't test explorer mode with ctrl+L, it's all black, I don't see "revealed" part
1594690116
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
With either LDL or UDL, I recommend acid testing with a&nbsp; Dummy Account . Like nuking xenomorphs from orbit, It's the only way to be sure.
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Edited 1594733790
Ctrl-L in Legacy Dynamic Lighting does show you the "history" of what a player has seen when Advanced Fog Of War is turned on. In the new Updated Dynamic Lighting, Ctrl-L only shows you what a player can currently see when Explorer Mode is turned on.&nbsp; It does not show you the "history" of what they have seen. This is a discrepancy between the two systems, and if full feature parity is expected before LDL is decommissioned, then it should be fixed, however it is not on the list of issues on page 1.
Alan said: Ctrl-L in Legacy Dynamic Lighting does show you the "history" of what a player has seen when Advanced Fog Of War is turned on. In the new Updated Dynamic Lighting, Ctrl-L only shows you what a player can currently see when Explorer Mode is turned on.&nbsp; It does not show you the "history" of what they have seen. This is a discrepancy between the two systems, and if full feature parity is expected before LDL is decommissioned, then it should be fixed, however it is not on the list of issues on page 1. +1
1594740484
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Alan said: Ctrl-L in Legacy Dynamic Lighting does show you the "history" of what a player has seen when Advanced Fog Of War is turned on. Thanks, I did not know that.
I think you guys may have forgot to consider 1440p with whatever new dynamic lighting effect came in or maybe just a problem with 1440p. With/without daylight mode enabled: <a href="https://s3.amazonaws.com/files.d20.io/images/150397547/C_47CSS3Bm7_MqWP55Nk2Q/med.PNG?1594743422https://s3.amazonaws.com/files.d20.io/images/150397547/C_47CSS3Bm7_MqWP55Nk2Q/med.PNG?1594743422" rel="nofollow">https://s3.amazonaws.com/files.d20.io/images/150397547/C_47CSS3Bm7_MqWP55Nk2Q/med.PNG?1594743422https://s3.amazonaws.com/files.d20.io/images/150397547/C_47CSS3Bm7_MqWP55Nk2Q/med.PNG?1594743422</a>
New patch, system work now ?????
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Edited 1594760519
Brian C.
Pro
Marketplace Creator
Compendium Curator
This was first reported July 3 but has not yet shown up in the known issues list. Bug: DL lines block vision up to their full thickness. I set up my marketplace adventures with thin green lines for walls and thick red lines for doors. Thin lines are much easier to place precisely and track if you lined things up correctly. Thick lines are easier to click on, so making the doors thick lines helps the users with selecting the correct line for moving a door out of the way. The difference in thickness also helps those who are red/green colorblind differentiate between walls and doors the following Dynamic Lighting setup, lining things up is important since this is a secret passageway. In the Legacy Dynamic Lighting, the wall appears to the players to be seamless because DL lines block line of site from the center of the line regardless of the thickness of the line. Under Updated Dynamic Lighting, the entire thickness of the line blocks vision. This is a problem, as the secret door now leaps out from the wall. Another problem occurs when players can approach a wall or door from both sides. The line has to be drawn down the middle of the wall or door. Under UDL, a thick line blocks vision to the point the players do not know what they are looking at. In the picture below using LDL, you can see the shadow halfway through the door that shows where vision is being blocked. Under UDL everything under the red line is blocked, and the players can hardly tell they are looking at a door aside from the handles that stick out.
Alan said: Ctrl-L in Legacy Dynamic Lighting does show you the "history" of what a player has seen when Advanced Fog Of War is turned on. In the new Updated Dynamic Lighting, Ctrl-L only shows you what a player can currently see when Explorer Mode is turned on.&nbsp; It does not show you the "history" of what they have seen. This is a discrepancy between the two systems, and if full feature parity is expected before LDL is decommissioned, then it should be fixed, however it is not on the list of issues on page 1. +1
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Edited 1594850111
Has there been a roll20 acknowledgement about the UDL issues caused by the previous patch? e.g. The masking issues, the multiple night vision layering (gamma/over sharpening/distortion) issue?
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Edited 1594855863
Brian C. said: This was first reported July 3 but has not yet shown up in the known issues list. The difference in thickness also helps those who are red/green colorblind differentiate between walls and doors Is there a reason you don't follow the roll20 official modules which use blue for walls and yellow for doors? That is far more friendly for those of us with red/green colour-blind issues. This would also allow you to use the same thickness lines for both colours, thus removing the issue you reported. :-)
1594857631
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Farling said: Brian C. said: This was first reported July 3 but has not yet shown up in the known issues list. The difference in thickness also helps those who are red/green colorblind differentiate between walls and doors Is there a reason you don't follow the roll20 official modules which use blue for walls and yellow for doors? That is far more friendly for those of us with red/green colour-blind issues. This would also allow you to use the same thickness lines for both colours, thus removing the issue you reported. :-) Brian's first reason was: Thick lines are easier to click on, so making the doors thick lines helps the users with selecting the correct line for moving a door out of the way