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

Kenton said: Bug Report Template Please, please please report any issues you experience with this feature! Here's the information we'll need from you. Please copy/paste and fill this in as much as possible: What you were trying to do: Using the explore feature and gradually reveal the hand drawen map. What happened: &nbsp;(Screen shots are useful here!) I thought the edges of the revealed area where supposed to be smooth. tried a lot of different settings but was not able to correct this. &nbsp;&nbsp; Steps to Reproduce: Browser &amp; OS info: mac book pro firefox and chrome up to date 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. Game Link: &nbsp;(The URL when you're looking at your Game Details page) <a href="https://app.roll20.net/campaigns/details/6847617/new-lighting-test" rel="nofollow">https://app.roll20.net/campaigns/details/6847617/new-lighting-test</a> Game Settings Was anything changed from default? Map Settings Are you using Legacy or Updated? i think i am using the new one since the circle around the character is round not a square. Were you using Explorer Mode or not? yeah Were you using Daylight Mode or not? no Token Settings What kinds of light and vision were utilized on tokens? (bright light, low light, night vision, regular vision) low light Do you have Hardware Acceleration turned On or Off in your browser or system: not sure Speedtest Results Upload, Download, and Ping values. Console Log
1586990077
Kenton
Forum Champion
Translator
Hello folks, I want to step in to clarify something. This is NOT a finished feature.We have team dedicated to tracking and resolving reported issues. You can see the results in the frequent updates to our Change Log on the Roll20 Help Center . The feedback and reports people have given us since Updated Dynamic Lighting went live have been absolutely vital to bring it up to speed with the Legacy version. With a system this big, we anticipate as much: it needs heavy use to really root out the issues. It's why we kept Legacy Dynamic Lighting available, and made it easy to switch between the two. As of today, we’ve also fixed some problems with Legacy Dynamic Lighting to reduce the friction moving between systems. I didn’t do a good enough job communicating that our expectations were for this feature to continue developing over time. I apologize for that. We've added a notification about it directly on the VTT, and we're learning how to make our communication in this thread more clear.
This is what the blog post about A New Light said: Today we’re ready to unveil the results. Meet Updated Dynamic Lighting, a completely refurbished Plus and Pro subscriber feature which integrates all the functions from our existing lighting system with one streamlined name and future-ready code. It runs faster, supports more use cases, and represents the single biggest Roll20 upgrade since… well, the original Dynamic Lighting. This release does not integrate all the functionality of the previous system, the code isn't present-ready, let alone future-ready, it doesn't run faster, and it doesn't support more use cases. I still feel like I'm being gas-lit: you marketed this as a finished product, you sold this as a finished product, but we're supposed to temper our expectations because it isn't ready yet? I've been hesitating to say this, because it's has a lot of implications, but Roll20 Plus and Pro subscribers pay for these features. Here's what the help page on DL says: This page is about Dynamic Lighting, a feature exclusive to Plus and Pro subscribers, or to players in a game created by a subscriber. If you'd like to use this feature,&nbsp; consider upgrading your account .&nbsp; This feature calculates line of sight on the fly as tokens are moved across the tabletop. The players in my game cannot use this functionality, because it's broken. Your are still gaslighting us. "Not finished" doesn't cut it when the thing that is "not working" is a service we have exchanged goods for. Why is the response to this more evasion of responsibility? Kenton said: Hello folks, I want to step in to clarify something. This is NOT a finished feature.We have team dedicated to tracking and resolving reported issues. You can see the results in the frequent updates to our Change Log on the Roll20 Help Center . The feedback and reports people have given us since Updated Dynamic Lighting went live have been absolutely vital to bring it up to speed with the Legacy version. With a system this big, we anticipate as much: it needs heavy use to really root out the issues. It's why we kept Legacy Dynamic Lighting available, and made it easy to switch between the two. As of today, we’ve also fixed some problems with Legacy Dynamic Lighting to reduce the friction moving between systems. I didn’t do a good enough job communicating that our expectations were for this feature to continue developing over time. I apologize for that. We've added a notification about it directly on the VTT, and we're learning how to make our communication in this thread more clear.
I'm sorry, this feature isn't ready for even release to Non-Dev Pro/Plus Subscribers. You probably should revert for a bit, continue working on the Dev Server and come back to it. I don't think you intended to showcase such a feature-lacking feature. This new lighting *seems* cool, but it's lacking some huge things that should be on it, as well as containing some downright game-breaking bugs. I would expect something like this to make its way out of the Dev Server to Live (in a testing capacity) if you spend a whole day looking for bugs and you can't find one, so you need us (the monkeys with typewriters) to try to bludgeon this thing into submission. But, this really isn't the case. I'm not &nbsp;saying it needs to be feature parity with current in order to move from Dev to Production, it really needs to have nothing really game-breaking and obvious with only 2 minutes of testing. I like the User Interface, and whomever did it, that's fantastic! However, the system has some serious game-breaking issues that should be addressed prior to a Production-Testing Release.
He put if way nicer that I would have so lets run with this.&nbsp; Please revert it until you work out the bugs. Zachare S. said: I'm sorry, this feature isn't ready for even release to Non-Dev Pro/Plus Subscribers. You probably should revert for a bit, continue working on the Dev Server and come back to it. I don't think you intended to showcase such a feature-lacking feature. This new lighting *seems* cool, but it's lacking some huge things that should be on it, as well as containing some downright game-breaking bugs. I would expect something like this to make its way out of the Dev Server to Live (in a testing capacity) if you spend a whole day looking for bugs and you can't find one, so you need us (the monkeys with typewriters) to try to bludgeon this thing into submission. But, this really isn't the case. I'm not &nbsp;saying it needs to be feature parity with current in order to move from Dev to Production, it really needs to have nothing really game-breaking and obvious with only 2 minutes of testing. I like the User Interface, and whomever did it, that's fantastic! However, the system has some serious game-breaking issues that should be addressed prior to a Production-Testing Release.
I agree with the above. This feature should never had gone live in the first place. Keep it on Dev until its functional. I hoped that we had learned that with the zoom debacle. A feature that was pulled back, fixed, polished and re-released in a working state.
Hey all.&nbsp; The were supposed to go live with it 2 weeks prior to the 8th and decided not to do it.&nbsp; When the 8th loomed and they had not made an marked improvements, I recommended that they wait again.&nbsp; Nope, pushed it out, during a time when Roll20 is being pushed to its limits anyway.&nbsp; And now we are right back where we were over 15 months ago when they farkled AFOW.&nbsp; I ran tonight, with Legacy as I have been and there was so much lag and my players, several of them, were crashed out of Roll20.&nbsp; How about you all roll this back until it is ready.&nbsp; I think you have received enough Quality Control By Customer to date.&nbsp; NOT the way you want your product tested.&nbsp; Move it back to the Dev Servers, and incentivize people to try and beat on it there.&nbsp; My hobby time is a premium and I really would rather run games for my players than spend time doing your Software Testing.&nbsp; Some people like that but I do this for a job and when I am home and playing, I don't want to still be a test Engineer.&nbsp; NOLAN T. JONES, step in and show some leadership and get this crap rolled back so people can play without the headaches and shutdowns and lockups and Lag.&nbsp;
Damn,&nbsp; It is mega supra bugged.&nbsp; Cant play ...
One of the main reasons I decided to pay for a Pro Subscription was to use dynamic lights - now within days it is broken,&nbsp; - not a shining example of competence.&nbsp; I hope this will be fixed quickly becuase i want my players to have the full experience i have promised them.&nbsp;&nbsp; What you were trying to do: Test my Dynamic Lights settings in my DND game I am building. What happened: I set up some walls and doors on the map on the DL layer, and wanted to see how that would interact with a Drow's Darkvision out to 120ft. I dragged the player token onto the map, resized it for the grid and placed it where I wanted to test.&nbsp; In the GM view everything seems fine, I can see areas of vision blocked out from the tokens POV, the problems came when I checked using CTRL+L what the player could see and all they get is a big black screen of nothing.&nbsp; Page Settings: &nbsp; Token Settings: GM View CTRL+L Using Legacy Lighting. Using Chome Browser with hardware acceleration turned&nbsp; On GL1 Report&nbsp; Speedtest:
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What you were trying to do: Updating my maps for upcoming game.&nbsp; I added some light elements (one of the characters has Dancing Lights, so I created some small balls, and gave them 10ft dim light each).&nbsp; I placed the balls outside of the light barriers I had set up.&nbsp; I even added extra light walls, between the lightwalls along the dungeon walls, to try to mitigate what they could see. What happened: &nbsp;(Screen shots are useful here!) When checking player sight lines (Ctrl-L), at first everything looked as expected.&nbsp; I was pulled away for a half hour or so, and when I came back, I checked again.&nbsp; With the same character token, I again hit Ctrl-L, and the whole screen lit up, with the small glowing balls clearly visible off to one side of the map, and the entire map visible to the character. As soon as I moved the character, the screen returned to the expected line of sight view for that character.&nbsp; I checked several more times, but that issue did not repeat itself.&nbsp; Every time I selected a new character to check, the same thing happened.&nbsp; first, I could see the entire map.&nbsp; then, when the token was moved, the view snapped back to the expected sight lines. Steps to Reproduce: Add lighting elements outside of the established light walls.&nbsp; Check character view (ctrl-L).&nbsp; Walk away for a bit.&nbsp; Check character view again and see the entire map.&nbsp; Move character to snap view back to expected sight lines.&nbsp; I can repeat this every time I leave the game tab to work on this post for more than 5 minutes, there are no players in the game, and the tokens are static. Edit - all I have to do to make this happen is to leave the game tab.&nbsp; say I have another tab open (like a forum window).&nbsp; After I finish in the forum window and go back to the game tab, I can repeat this every time. Browser &amp; OS info: Firefox, windows 10 Is WebGL supported by your browser? yes Please visit&nbsp; <a href="https://webglreport.com/" rel="nofollow">https://webglreport.com/</a> &nbsp;and copy/paste the WebGL1 report from there. WebGL Report WebGL 1 WebGL 2 ✓ This browser supports WebGL 1 Platform: Win32 Browser User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:75.0) Gecko/20100101 Firefox/75.0 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 (Intel(R) UHD Graphics 630 Direct3D11 vs_5_0 ps_5_0) Antialiasing: Available ANGLE: Yes, D3D11 Major Performance Caveat: No Vertex Shader Max Vertex Attributes: 16 Max Vertex Uniform Vectors: 4096 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 To see draft extensions in Firefox, browse to about:config and set webgl.enable-draft-extensions to true. Game Link: &nbsp;(The URL when you're looking at your Game Details page) <a href="https://app.roll20.net/campaigns/details/6721545/mystery-of-the-mysterious-mansion" rel="nofollow">https://app.roll20.net/campaigns/details/6721545/mystery-of-the-mysterious-mansion</a> Game Settings Was anything changed from default? nope 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 Token Settings What kinds of light and vision were utilized on tokens? all tokens are sight enabled.&nbsp; Night vision - 1 had 120ft, a couple had 60ft, 3 had none.&nbsp; 2 characters that had none are carrying torches and have 20/20 bright/low light turned on. (bright light, low light, night vision, regular vision) Do you have Hardware Acceleration turned On or Off in your browser or system:&nbsp; On
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Screen shots for the above. Normal DM view: Screen shot with issue - character selected and Ctrl-L (character selected has 120ft night vision, and there are 4 light sources in room (2 static torches and 2 characters, dancing light icons are off to the right, outside of light walls/dungeon walls - with low light around them visible): Screen shot after character is moved with Ctrl-L: Edit - adding one more image - this one shows the character with 120ft darkvision zoomed out.&nbsp; It shows all light sources, including her night vision - past all the walls and light barriers.&nbsp; Everything is visible until the token is moved.
Zarasque said: When you use the explorer mode, it leave a "filter" that hide what the player hasn't discovered yet but if then the player zoom in or out, the filter doesn't change size with the map and end up completely disaligned Hello&nbsp;Zarasque -&nbsp; Unfortunately, I'm not able to reproduce this at the moment. Can you provide me a link to the game you experienced this with, please? I'll see if I can get this reproduced and logged from there! Thank you! :)
ThatGuyKegan said: Since your update i can no long see/talk with my players....please fix this quickly...otherwise im not sure why i subscribed Hey ThatGuyKegan -&nbsp; Would you mind contacting us directly about the issues you are experiencing here? These are most likely not related to this Dynamic Lighting release, but we still want to get them taken care of for you.
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Brian C.
Pro
Marketplace Creator
Compendium Curator
Nicholas said: Zarasque said: When you use the explorer mode, it leave a "filter" that hide what the player hasn't discovered yet but if then the player zoom in or out, the filter doesn't change size with the map and end up completely disaligned Hello&nbsp;Zarasque -&nbsp; Unfortunately, I'm not able to reproduce this at the moment. Can you provide me a link to the game you experienced this with, please? I'll see if I can get this reproduced and logged from there! Thank you! :) Hi Nicholas, I duplicated this behavior by zooming out on the browser (not Roll20's zoom) below 80%.&nbsp; <a href="https://app.roll20.net/forum/permalink/8478044/" rel="nofollow">https://app.roll20.net/forum/permalink/8478044/</a> &nbsp;The problem happens on the right side of maps. The bigger it is, the easier it is to see the problem.
Anton N. said: Randomly Losing Vision I'm a player (NOT the DM) of a game that just started using the update. Since I'm not the DM, I'm not sure what could be causing this issue, however I do know that I am the only one in our group experiencing the issue. One moment I'll see the map perfectly (as shown below). Then suddenly I'll lose vision of everything (as shown below). As you'll notice, even player drawn elements suddenly disappear. Reloading the browser window returns it to the first image, but only temporarily. It seems to happen most frequently when the DM (or myself) moves a token. At least from what I've noticed. I recreated this particular instance by taking the first screenshot, clicking on a different tab in my browser, returning to the Roll20 tab, attempting to move my token which resulted in instant loss of vision, then immediately taking the second screenshot. Hey Anton N. -&nbsp; Would you mind providing us the rest of the information from the Bug Report template seen above , please? That will allow us to best get this issue reproduced and logged! Thanks!
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Edited 1587075784
Juniper L.
Roll20 Team
Hi there Stephen, in regards to your post here [ 1 ] - I wanted to ask if you were still having this issue, as I haven't been able to reproduce this one in particular on my end.
Hey Joshua -&nbsp; For your comment here , we are definitely looking at solutions that address many different use cases. Thanks for checking in! :)
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Nicholas
Roll20 Team
Hello all - For folks experiencing issues with lag, we’re continuing to optimize performance with each code push, and we’re continuing to investigate any issues you are experiencing to improve performance however and wherever possible.&nbsp; If you continue to experience lag or performance degradation, we would ask that you please provide us a link to the game and the name of the page experiencing the problems so we can best investigate. Thank you!
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The light from bright light, low light, and players with darkvision caused all kinds of crazy. Picture below is me, looking through Inigo, and confirmed by him that is what he was seeing. All my players were having issues not being able to see where they should. I got rid of the dim light and it sort of fixed the problem but there was still a gray halo around the bright light. When people moved their token other players screens would go completely gray or black. Wiggling their token would sometimes fix it but it was only about 50% effective. Also, loading takes forever when you even have 1 map set with the new lighting. Took it off... loaded super fast as per usual. * Note - Inigo has darkvision... set to 60. *Note 2 - The ball was giving out 20/20.
Hey Mike - The issue you reported here should be fixed now. If you are still having trouble, please let us know. Thank you! :)
Hey Mac -&nbsp; Are you still have the same problems you reported here ? If so, can you please provide me a link to the game that has most recently experienced the issue, please? Thank you for your patience!&nbsp;
Joe said: So tokens that are meant as torches or fires, that are on the dynamic lighting or map layer do not show light. This is happening on purchased addons and modules as well as when I add it manually. If it is not a token that is controlled by the player(s) they do not see light it emits. This is quite disappointing. Hey Joe -&nbsp; Are you still experiencing the same problem? If so, can you please provide me a link to the game, the name of the page, and the token you are having trouble with, please? I'll further investigate to see what might be going on. Thank you!
Hi,&nbsp; I am a new DM and I just subcribe to have the dynamic lighting. But, when I have a look of what the players see...It's all grey and I do not see the players tokens. Can you help please?
As I reported before and will report again, I took the Free LMOP module from the marketplace, edited the Wave Echo Cave Map to allow the UDL, with restrict movement set.&nbsp; I then set up a player token with UDL, dark vision 60 feet.&nbsp; I ran as DM in both Firefox and Chrome with WebGL and hardware accel set, and ran my player in Chrome, albeit on the same machine.&nbsp; When I move the player token in my player session, the GM session becomes unresponsive and the GPU tops out at100% utilization.&nbsp; I have an I7 8th Gen processor, Gefore GTX 10 GPU and 16GB of Ram.&nbsp;&nbsp; So I will ask for the third time, What will be the requirements for player and GM systems to run this new System because my High end gaming system isn't enough.&nbsp; I hear the fan run the whole time and GPU and CPU peg at 100% quite frequently.&nbsp; Please advise so that I can plan ahead for what new system I will move to when this UDL becomes the only option and I have no way to run games for my players because their systems will not perform well enough.
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Nicolashe said: I don't know if this was mentioned before, but whatever the solution the quality should be equal or better at the previous system. Currently the quality of the graphics, while fast, is horrible. I personally use dim light in order to immerse my players. Here I include 2 pictures to illustrate the issues in quality: the first one is the old system while the second one is in the new one. Please see: The jagged lines in the shadows. Once revealed a map in explorer mode the token will not cause shadow on it, breaking an important illusion (see comparison with the old, where the shadow is casted over the drow) overall the linear dim in the previous system feels better, softer,&nbsp; than the new one. The npc's slowly fade and shadows are clearly visible but not so harsh or with jagged lines. I must say I got plus, mostly because of the dynamic lighting... this new system would not have sold it to me. I know it is still early development so please take this as honest criticism. (edited for clarity) This is pretty much a deal-breaker for me right now. I'm running an adventure where the players have a single light-sources that casts light in a small radius, but the players without the light source can see the map as if it is completely illuminated once the player with the light sources has passed through it and revealed it in Explorer mode. It is still functioning as if it were darkness for the purpose of being able to see tokens etc, but the map layer itself is completely illuminated with no darkness despite the token having no light source or night vision. This really breaks the illusion of being in a dark place completely. Also, the jagged and butt-ugly sharp lines cast by dynamic lighting is STILL a problem after all these years? Astraltabletop has really nice advance/enhanced shadows that are soft edged and smooth looking, can't you guys manage it...
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Hello my Dynamic Lighting was working great now it just stopped working after the last update that introduced the new system. I am still using the legacy system. What other info do you need to help me out? My players just see Black now when lighting is turned on.
Luke R. said: Hello my Dynamic Lighting was working great now it just stopped working after the last update that introduced the new system. I am still using the legacy system. What other info do you need to help me out? My players just see Black now when lighting is turned on. It looks like the "Has sight" checkbox is un-ticked on the token settings.
Hi, so we're also having trouble with the OLD AFOW since this week. Last week on wednesday everything was working as expected with DL and AFOW. But as we played our game this week on wednesday my players noticed that line of sight / DL works as expected, but newly discovered areas are hidden again once characters leave, while areas discovered last week are still visible (in b/w). Could this be due to this update?
Hey&nbsp;Philip M. -&nbsp; For your report seen here , would you mind providing me a screen recording of the issue occurring on your end, please? I'm having a hard time getting this problem reproduced unfortunately. Thanks in advance for your assistance!
What you were trying to do: Run a campaign as DM. Players were in a cave using the new dynamic lighting What happened: &nbsp;(Screen shots are useful here!) Constantly freezing for myself only Steps to Reproduce: I have to close the browser tab and reopen Browser &amp; OS info: Chrome, Windows 10... all up to date 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. &nbsp;This browser supports WebGL 1 Platform: Win32 Browser User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/80.0.3987.163 Safari/537.36 Context Name: webgl GL Version: WebGL 1.0 (OpenGL ES 2.0 Chromium) Shading Language Version: WebGL GLSL ES 1.0 (OpenGL ES GLSL ES 1.0 Chromium) Vendor: WebKit Renderer: WebKit WebGL Unmasked Vendor: Google Inc. Unmasked Renderer: Google SwiftShader Antialiasing: Available ANGLE: Yes, D3D9 Major Performance Caveat: Yes Vertex Shader Max Vertex Attributes: 32 Max Vertex Uniform Vectors: 256 Max Vertex Texture Image Units: 16 Max Varying Vectors: 32 Best float precision: [-2 127 , 2 127 ] (23) Transform Feedback Coming in&nbsp; WebGL 2 Rasterizer Aliased Line Width Range: [1, 1] Aliased Point Size Range: [0.125, 8192] Fragment Shader Max Fragment Uniform Vectors: 261 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: 8192 Max Viewport Dimensions: [8192, 8192] Textures Max Texture Size: 8192 Max Cube Map Texture Size: 8192 Max Combined Texture Image Units: 32 Max Anisotropy: 16 Uniform Buffers Coming in&nbsp; WebGL 2 Supported Extensions: ANGLE_instanced_arrays EXT_blend_minmax EXT_color_buffer_half_float EXT_float_blend EXT_texture_filter_anisotropic WEBKIT_EXT_texture_filter_anisotropic OES_element_index_uint OES_fbo_render_mipmap 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_etc WEBGL_compressed_texture_etc1 WEBGL_compressed_texture_s3tc WEBKIT_WEBGL_compressed_texture_s3tc WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBKIT_WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context WEBKIT_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/6100403/a-mage-r-mistake" rel="nofollow">https://app.roll20.net/campaigns/details/6100403/a-mage-r-mistake</a> Game Settings Was anything changed from default? I started to use the new dynamic lighting last week which is when the freezing occurances started, This week is much worse.&nbsp; Map Settings Are you using Legacy or Updated? Updated Were you using Explorer Mode or not? Not Were you using Daylight Mode or not? Daylight in some, Not in others. Freezing on all maps where updated dynamic lighting is enabled. Token Settings What kinds of light and vision were utilized on tokens? (bright light, low light, night vision, regular vision) Regular Do you have Hardware Acceleration turned On or Off in your browser or system: On
Last Nights Game Party of 5, Plus account, new dynamic light on, LOS and restrict&nbsp;movement on , all have dark vision. GM can see 4 out five character tokens, but one is missing.&nbsp;&nbsp; Missing token character,&nbsp; player can see the this token and move it. This player can see all token characters, monsters and map,&nbsp; Player can ping map All other players can see each other, map and monsters tokens other than the character token the GM cannot see. Player has tried this on Mac and Windows Laptop. Character is assigned on other maps, and can be seen my GM,&nbsp; GM move, Ctrl + L and LOS and vision of character token
If this is truly an opt in system, why are all of those, including myself, who are not opting in having problems with the Legacy system that we didn't have prior to the update?&nbsp; Someone please explain it to me.
1587172127
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
(DM) RH said: One of the main reasons I decided to pay for a Pro Subscription was to use dynamic lights - now within days it is broken,&nbsp; - not a shining example of competence.&nbsp; I hope this will be fixed quickly becuase i want my players to have the full experience i have promised them.&nbsp;&nbsp; What you were trying to do: Test my Dynamic Lights settings in my DND game I am building. What happened: I set up some walls and doors on the map on the DL layer, and wanted to see how that would interact with a Drow's Darkvision out to 120ft. I dragged the player token onto the map, resized it for the grid and placed it where I wanted to test.&nbsp; In the GM view everything seems fine, I can see areas of vision blocked out from the tokens POV, the problems came when I checked using CTRL+L what the player could see and all they get is a big black screen of nothing.&nbsp; From your screen shots, it looks like you have activated (regular) Fog of War, but have not cleared any areas. Everything will appear black in Player View until you uncover something.
Apparently this feature launched the day before I started using Roll20 and I thought Updated Dynamic Lighting was the go to. After reading this whole thread and fiddling with Legacy Dynamic Lighting, I realize it is definitely the way to go for the time being. Excited to see what the future holds for UDL, but I would strongly advise making it clearer to new users that UDL is like an 'Early Access' feature. I think it's cool that it is available to folks to try, but I wasn't aware until I came here that it isn't fully baked and it started to give me a bad taste. The main issue I encountered was with characters who had 'darkvision', exact same issue that Paul M. outlined in his post on April 16. Final thought, I'm a bit taken aback by how snarky some of ya'll are being towards the devs. Developing new features on a web-based app like this is not easy, and it shouldn't be surprising to anyone that performance isn't optimal yet. Frankly the fact that the performance is currently as good as it is in a browser environment is shocking. Don't think it's fair to characterize their response as gaslighting etc., it really just seems like they were eager to launch a new tech feature they're excited about and it wasn't quite ready for prime-time. That is an incredibly common occurrence among even B2B software companies, and the damage is usually a lot greater than some inconvenienced end-users. Anyway, devs, my friends and I are totally digging the platform and I'm looking forward to what you guys crank out in the future, your platform will be a staple of our roleplaying even after things go back to normal.
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Drow Darkvision Vs Torch (And The Orb of Darkness!) I thought I'd test out the UDL on a map I am about to run set in a mine with no natural light.&nbsp; All seemed well until I put two characters in the same room to check they could see each other.&nbsp; One is a Human Cleric who will rely on a torch, and the other is a Drow Bard who has Dark Vision out to 120ft. First things first, from the Drow's POV the Human Cleric is surrounded by a Sphere of Darkness.&nbsp; &nbsp;Ummm ...pretty sure that's not how light sources work. Secondly, in UDL I've set the Drow up to have 120ft Darkvision, and quoting from the compendium it says of Darkvision that creatures with it can: "see &nbsp;in Darkness as if it were dim light. The monster cannot discern colour in darkness, only shades of grey." From the screen shots it looks to me as if the Drow is seeing in Bright Light all the way to the edge of his vision in full colour and with no drop off. So ummm... pretty sure that's not how darkvision is supposed to work either.&nbsp; Am I missing something or is this a bug? The Drows POV Drow Vs Torch DLL Cleric UDL Settings Drow UDL Settings Drow Vs Torch WebGL Report
William V. said: Apparently this feature launched the day before I started using Roll20 and I thought Updated Dynamic Lighting was the go to. After reading this whole thread and fiddling with Legacy Dynamic Lighting, I realize it is definitely the way to go for the time being. Excited to see what the future holds for UDL, but I would strongly advise making it clearer to new users that UDL is like an 'Early Access' feature. I think it's cool that it is available to folks to try, but I wasn't aware until I came here that it isn't fully baked and it started to give me a bad taste. The main issue I encountered was with characters who had 'darkvision', exact same issue that Paul M. outlined in his post on April 16. Final thought, I'm a bit taken aback by how snarky some of ya'll are being towards the devs. Developing new features on a web-based app like this is not easy, and it shouldn't be surprising to anyone that performance isn't optimal yet. Frankly the fact that the performance is currently as good as it is in a browser environment is shocking. Don't think it's fair to characterize their response as gaslighting etc., it really just seems like they were eager to launch a new tech feature they're excited about and it wasn't quite ready for prime-time. That is an incredibly common occurrence among even B2B software companies, and the damage is usually a lot greater than some inconvenienced end-users. Anyway, devs, my friends and I are totally digging the platform and I'm looking forward to what you guys crank out in the future, your platform will be a staple of our roleplaying even after things go back to normal. William, I am glad you are pleased with paying for something that isn't "Ready for Prime Time".&nbsp; Those of us who have been on here a while have lived thru 16 months of paying for a feature that we cannot use.&nbsp; That being Advanced Fog of War.&nbsp; So, yes, we are snarky because most of us said don't go forward with the new light because it still has issues that are deal breakers.&nbsp; They were running it on the Dev Servers and were getting feedback there.&nbsp; Instead, they launch it to the world and instead of just having the feature Opt In, it affected those that aren't even using it.&nbsp; So, yes, we are snarky, not to the Devs but to the Leadership that decided this was a good thing, on the heels of 16 months of not providing the product people were paying for.&nbsp; Oh, and I have taken this UDL, the Free Phandelver Wave Echo Cave Map, and with 1 token, I have been able to bring my Computer and GPU to its knees.&nbsp;&nbsp;&nbsp; If I sound Bitter, I am.&nbsp; If this doesn't get rolled back or if they don't leave Legacy as an option, I am fairly sure I will be moving to another platform to run my games.&nbsp; I don't want to due to amount of products I have Purchased here and the amount of time I have spent putting together my adventures but if I can't run with my players, what is the point.
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Kraynic
Pro
Sheet Author
Bob P. said: Instead, they launch it to the world and instead of just having the feature Opt In, it affected those that aren't even using it. I haven't opted in on any of my games yet, and the update hasn't affected me at all.&nbsp; Obviously that doesn't help you any, but I am pointing out that your experience isn't universal.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Same here. I tested it in a test game, found some bugs and made a report. I haven't noticed any changes in legacy in any games I run or play in.
I'm using HotDQ maps, from Castle Naerytar Dungeon onwards, and I've enabled UDL. I'm running an i5-7600, 32Gb RAM and an nVidia 1660 Super over 50-60Mbps internet connection, UDL seems fine when I test it on my own, multiple browsers, no slow down, no issues that I notice, for the limited functions I'm using.&nbsp; Once my actual players connect and they start moving tokens, it's not usable at all. My CPU flatlines at 100% or my GPU does the same. I've tried with Chrome, Edge (Chromium), Firefox. Hardware accelleration on or off in the browsers makes no difference. I'd love to give some kind of constructive feedback, but it renders my system entirely unsable until I can terminate the chrome processes (which is a feat as the CPU is so maxed out I can barely launch or switch to Task Manager).
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Bug : interaction between darkvision and light emission : A detailed description of the problem: Steps to reproduce: -place 2 tokens -set one token with darkvision 60ft -set the other with emith light 20ft bright light and 20ft low light -place the both token on a map Description of your setup: Firefox 75.0 Win 10 Javascript is enabled Link to Roll20 profile: Link to game: <a href="https://app.roll20.net/join/7009656/2IbdDg" rel="nofollow">https://app.roll20.net/join/7009656/2IbdDg</a> Screenshots/screen recordings:
Hey Stephen L. -&nbsp; For the issue you reported here , would you mind telling me which page and token you've seen this occur with on the game linked you've provided, please?
I just wanna play :(&nbsp; what sould I do,&nbsp; turn off the new system or what ?&nbsp; &nbsp;Retour too old set up ?&nbsp;
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Played last night with our group for the first time since the new DL was enabled.&nbsp; I wasnt tracking there was a new set up and didn't see until about 2 hours before our games was to start.&nbsp; The party was going to a new map so to simplify things I turned on the dynamic lighting, the Explorer mode and the daylight mode.&nbsp; I figured until I could figure out how to set each token up it was the quickest path to playing. There were 6 people plus me the DM.&nbsp; There various platforms being used between them.&nbsp; Desktops, laptops and even a Surface.&nbsp; Different browsers also.&nbsp; About 90 min into the session, one of the players said, "Hey I can see the whole map now!"&nbsp; I had them all reload the page and the monster tokens were gone, but the underlying map layer was still there as if they had been there and now the fog of war was back.&nbsp; I then reset the fog of war and they again could only see where they were at the time.&nbsp; I then moved all of the tokens to the various rooms they had been in to reset there fog of war view.&nbsp; about 2 hours later the same thing happened, the whole map was revealed as if they were the DM. Sorry I dont have screen grabs or anything, it was all player view gliches so I didnt know there was an issue till they told me.&nbsp; Our next session is Monday and I will gather more info when it happens again. We were playing D&amp;D the adventure was against the giants and we were on the Steading Dungeon map.&nbsp; Looking more there are obvious issues the way the explorer areas render on the map, the west and north swipe of the map are shown the the players in explorer mode,&nbsp; these are all in the rock so its not an issue, just looks funny to the players on their map. Thanks! BC
Kenton said: Bug Report Template Please, please please report any issues you experience with this feature! Here's the information we'll need from you. Please copy/paste and fill this in as much as possible: What you were trying to do:&nbsp; I have two characters with the reverse issue in different games when using the new system. What happened: &nbsp;(Screen shots are useful here!)The first issue was that the player saw the entire map, just as if he was the DM (he runs games on here as well and that is what he said it looked like.&nbsp; The other players saw it functioning as expected. The second issue I had one player that saw nothing except his token with it on, and it was working as expected for the others.&nbsp; I tried him on multiple pages and every time we got the same result. Steps to Reproduce: Browser &amp; OS info:&nbsp; I don't know what they were using I was using Chrome and 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. Game Link: &nbsp;(The URL when you're looking at your Game Details page) Issue 1: <a href="https://app.roll20.net/campaigns/details/6032246/into-the-darkenfold" rel="nofollow">https://app.roll20.net/campaigns/details/6032246/into-the-darkenfold</a> Issue 2:&nbsp;&nbsp; <a href="https://app.roll20.net/campaigns/details/6349736/eskadia" rel="nofollow">https://app.roll20.net/campaigns/details/6349736/eskadia</a> Game Settings Was anything changed from default? Not that I'm aware of Map Settings Are you using Legacy or Updated? Updated Were you using Explorer Mode or not? Yes Exploere Were you using Daylight Mode or not? Issue 1:&nbsp; No&nbsp; &nbsp;Issue 2:&nbsp; Yes Token Settings What kinds of light and vision were utilized on tokens?&nbsp; &nbsp; &nbsp; (bright light, low light, night vision, regular vision) Issue 1: I had the has sight on and night vision off, had bright light on 20' &amp; low light on 20' Issue 2:&nbsp; I had sight on, night vision on, bright light off, low light off, universal light was on for the page. Do you have Hardware Acceleration turned On or Off in your browser or system: Speedtest Results Upload, Download, and Ping values. Console Log
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Laurent C. said: I just wanna play :(&nbsp; what sould I do,&nbsp; turn off the new system or what ?&nbsp; &nbsp;Retour too old set up ?&nbsp; My advice? If you just want to play, don't use the new features. Stick to legacy. The new features are in development and will almost certainly cause problems for you at some point.
Xeno said: Just an add-ons to the problem list and funny things that might help explain some of the behaviour. Some of it may or maynot be DL related. :) Hardware acceleration from Nvidia graphics card makes the game crash - turned off, no problem, just massive lag The colour of the Explorer mode is very hard to see in DOTMM Think its cool that tokens with nightvision shows where light sources ends. That makes it possible for a shadow monk to see where there is shadows. The bleeding trough the wall is massive, and sometimes the PC can make sections of the dungeon visible, and you have no way to reset the area because the tools is tired to the old system.&nbsp; Just massive lag when exploremode is active. My honest guess is the server capacity/PC capacity ratio. Massive oneway lag. When GM moves tokens it response quickly on the player PC, When the players move tokens the GM lags a lot Seems like the "servers" spins down when VTT is not used for a while. Everything lags when i get back to the VTT after making dinner, but after I "activated all tokens not much lag. just my 2 cent Keep at it!!! I love roll20. Hey Xeno -&nbsp; Would you mind providing us a report from&nbsp; <a href="https://webglreport.com/" rel="nofollow">https://webglreport.com/</a> &nbsp;so we can review your graphics settings? We definitely want to investigate your report of hardware acceleration issues with your Nvidia card.
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RESOLVED tl;dr: I was having performance issues controlling many tokens with Nightvision, but it turns out my laptop (Surface Book 2) was using the integrated GPU. Forcing the browser to use the discrete GPU results in drastically better performance, even with at least a dozen Nightvision tokens and obstacles everywhere! Instructions for other laptop users who might have a discrete graphics card are at the bottom! Thanks so much!&nbsp; Hi there! I just wanted to drop in to say that I'm migrating to primarily use Roll20 for my Out of the Abyss campaign (as lots of people are), and I had a largely great experience using Updated Dynamic Lighting last night (I hadn't used the Legacy system before, so I don't have a lot of skin in comparing them ).&nbsp; The only real problem I hit was in performance on my end: since it's OotA, 4 of my 5 players have Nightvision, which seemed to be enough to degrade performance for me (intermittently laggy token movements). My players didn't notice, though! I've included a bug report below, although my understanding looking at the Legacy docs is that this is expected for the GM when several tokens have Nightvision, and that the advice is to not separately give Nightvision to every enemy NPC. I'll keep that in mind next time! Perhaps it would also improve things if I couldn't control the player tokens? Other feedback I also understand that the "Update on Drop" option form the Legacy system is still on the TODO list. That sounds like it'll improve things on my end substantially! Looking forward to it  If I had one feature request, it would be for me to allow my players to have "Update on Drop Only" turned off while I keep it on. For performance reasons it would be great for me to have it turned on, but my players were really wowed by being able to move things in real time and really engaged with the darkness aspects of the campaign. It doesn't bother me combat-wise to have a difference in perspectives here, so it'd very much be me having my performance cake and... eating it... something. Anyway. Not a dealbreaker by any means (if it isn't possible, I'll just turn it on for us all when it becomes possible and everyone will still have fun), but I thought I'd mention it! Anyway, thanks again! I know this system is still in-development, and I didn't have a 100% pain-free experience with it, but it looks amazing and my players are loving it. Bug report What you were trying to do: move tokens on a map (25x25) where five player tokens had nightvision. Four of these tokens were controller by one player each; one player had a "companion" token with nightvision that they also controlled. I could control all player tokens. What happened: sometimes worked smoothly, but often lagged, or the browser tab would become unresponsive for 30-60 seconds. Usually fixed by reloading the tab, if that is possible. Only occured on my system, not any of my players' (they consistently had smooth performance as they moved their tokens around. Steps to Reproduce: create a new map (25x25 by default), draw polygons on the Dynamic Lighting layer (a few dozen vertices total), drag five controllable tokens with night vision on the map, draw two tokens that emit 15 ft bright light/30 ft. dim light on the map. Try to move nightvision tokens around.&nbsp; Browser &amp; OS info: Edge (Chromium) v.83.0.478.10 (Dev) on Windows 10 2004 (Insider Slow Ring), build 19041.207. I was also using the Beyond20 and Touch20 browser extensions, although I still experienced this behaviour when disabling them and reloading. Is WebGL supported by your browser? Platform: Win32 Browser User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/83.0.4103.14 Safari/537.36 Edg/83.0.478.10 Context Name: webgl GL Version: WebGL 1.0 (OpenGL ES 2.0 Chromium) Shading Language Version: WebGL GLSL ES 1.0 (OpenGL ES GLSL ES 1.0 Chromium) Vendor: WebKit Renderer: WebKit WebGL Unmasked Vendor: Google Inc. Unmasked Renderer: ANGLE (Intel(R) UHD Graphics 620 Direct3D11 vs_5_0 ps_5_0) Antialiasing: Available ANGLE: Yes, D3D11 Major Performance Caveat: No Vertex Shader Max Vertex Attributes: 16 Max Vertex Uniform Vectors: 4096 Max Vertex Texture Image Units: 16 Max Varying Vectors: 30 Best float precision: [-2127, 2127] (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: [-2127, 2127] (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_disjoint_timer_query EXT_float_blend EXT_frag_depth EXT_shader_texture_lod EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic WEBKIT_EXT_texture_filter_anisotropic EXT_sRGB KHR_parallel_shader_compile OES_element_index_uint OES_fbo_render_mipmap 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 WEBKIT_WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBKIT_WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context WEBKIT_WEBGL_lose_context Game Link: <a href="https://app.roll20.net/campaigns/details/5755445/out-of-the-abyss" rel="nofollow">https://app.roll20.net/campaigns/details/5755445/out-of-the-abyss</a> Game Settings I turned Video Chat off because it doesn't seem to be compatible with the Touch20 (even when I had that extension disabled). 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 Token Settings What kinds of light and vision were utilized on tokens? (bright light, low light, night vision, regular vision) Five controllable tokens with: vision, 60 ft. night vision Two tokens with: vision, 15 ft bright light/30 ft. dim light&nbsp; Do you have Hardware Acceleration turned On or Off in your browser or system: In edge://system/settings, "Use hardware acceleration when possible" is enabled. Additionally, this setting in edge://flags was enabled: Accelerated 2D canvas Enables the use of the GPU to perform 2d canvas rendering instead of using software rendering. – Mac, Windows #disable-accelerated-2d-canvas (This could be a difference between Chrome and Edge Chromium! I'll endavour to see if this occurs in Chrome too). EDIT: one thing I'd note reviewing the WebGL report is that I'm using a Surface Book 2. I'm surprised to see the WebGL report my renderer as the Intel(R) UHD Graphics 620, since my Surface Book also has a discrete GPU (and I'd have thought my power settings would allow it to be used, since I was playing Destiny 2 on it earlier in the day). Not sure if there's anything I can do to encourage WebGL to use the discrete GPU---it's not like I'm GMing from a cafe, so if I can get a performance increase using the discrete one, that's fine by me! EDIT #2: yup, that was it! I had to go to Start &gt; Graphics settings to force my browser to use the discrete GeForce card. Once I did that and restarted my system (I have installed Edge apps, so simply restarting the browser didn't actually switch the setting) caused WebGL to report my GeForce card, and performance is now fantastic even when heaps of tokens have Nightvision. This is all working perfectly for me now! I leave the bug report up in case it helps the dev team (I've pasted in another WebGL report with the updated GPU below), and here's a screenshot of my Graphics settings in case other laptop users need to check which GPU is being picked up. Updated WebGL report Platform: Win32 Browser User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/83.0.4103.14 Safari/537.36 Edg/83.0.478.10 Context Name: webgl GL Version: WebGL 1.0 (OpenGL ES 2.0 Chromium) Shading Language Version: WebGL GLSL ES 1.0 (OpenGL ES GLSL ES 1.0 Chromium) Vendor: WebKit Renderer: WebKit WebGL Unmasked Vendor: Google Inc. Unmasked Renderer: ANGLE (NVIDIA GeForce GTX 1050 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: [-2127, 2127] (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: [-2127, 2127] (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_disjoint_timer_query EXT_float_blend EXT_frag_depth EXT_shader_texture_lod EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic WEBKIT_EXT_texture_filter_anisotropic EXT_sRGB KHR_parallel_shader_compile OES_element_index_uint OES_fbo_render_mipmap 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 WEBKIT_WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBKIT_WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context WEBKIT_WEBGL_lose_context
I am not sure this one is written down yet, but when I turn on dynamic lighting on a map that already exists, the players can see the whole map, just greyed out. Additionally, on occasion, the screen will just turn black for some players when lighting is updated. Thank you for reading, and working hard!
Hit Squad DM said: There were 6 people plus me the DM.&nbsp; There various platforms being used between them.&nbsp; Desktops, laptops and even a Surface.&nbsp; Different browsers also.&nbsp; About 90 min into the session, one of the players said, "Hey I can see the whole map now!"&nbsp; I had them all reload the page and the monster tokens were gone, but the underlying map layer was still there as if they had been there and now the fog of war was back.&nbsp; I then reset the fog of war and they again could only see where they were at the time.&nbsp; I then moved all of the tokens to the various rooms they had been in to reset there fog of war view.&nbsp; about 2 hours later the same thing happened, the whole map was revealed as if they were the DM. I also had this issue with a player using a Chromebook. Everything was normal and then the user was able to see the entire map for some reason. The only thing that I noticed was that the player's token was near the DL border. Sorry I don't have more details, but my players were running from a dragon that had more of their attention than the map bug. Thanks!