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heruca
Lead Developer

Joined: 20 Nov 2005 Posts: 6732 Location: Buenos Aires, Argentina
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Posted: Mon Feb 05, 2007 2:25 am Post subject:
BRPG v1.0.5 beta released |
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BRPG v1.0.5 is now available for download. It is to be considered in beta status for the time being. If nothing major is found to be wrong with it in the next week or so, I'll take it out of beta and it will become the default BRPG download. And if something is wrong with it, I'll fix it and re-release it.
This is a full install, not a patch. The main features in this update are:
• Added an optional Portrait feature to units
• Added the ability to make objects Free-Floating (so that they don't scroll or zoom along with the map)
• Redesigned the Login panel (now called the Connection panel), to simplify the interface and make it easier to use
• Figures may now also face diagonally (hold Shift key while rotating)
• Added "Check for Updates" and "Purchase BRPG" commands to the BG button's menu
Note that the Encounter and Deployment formats have changed quite a bit, so files created in prior versions of BRPG will not work. If you have an important Encounter or Deployment you would like updated to the new format, email it to me.
As usual, see the included ReadMe file for more details.
Download BRPG v1.0.5 here:
(be sure to get the right one for your platform)
http://www.battlegroundsgames.com/BRPGv105Win.zip
http://www.battlegroundsgames.com/BRPGv105Mac.zip
Installation instructions are included in each zip file.
I also recommend that you throw away your old prefs files, just to be safe. Instructions for doing so can be found here:
http://www.battlegroundsgames.com/phpBB2/viewtopic.php?t=904
Just don't throw out your "License.txt" file, if you have one.
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heruca
Lead Developer

Joined: 20 Nov 2005 Posts: 6732 Location: Buenos Aires, Argentina
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Posted: Mon Feb 05, 2007 5:44 am Post subject:
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There are a couple of things I want to clarify about the new features, just in case they aren't obvious.
1) The Free-Floating feature: I figured this would be handy for things you might always want on-screen, like a compass, a map scale bar, a map legend, or a Terrain Key with Movement Costs. Free-Floating objects can have Portraits attached to them, as well (see below). And eventually, these will also serve as "triggers" for a variety of functions, such as playing sounds, calling up a website, activating a visual aid, triggering a text macro, and many other things (or combinations of things!). Expect "trigger features" to be gradually added over time. Of course, trigger icons don't HAVE to be Free-Floating, but many times that will be a good way to present them. Free-Floating objects work very well in conjunction with the Lock feature, so that the GM doesn't accidentally move them.
2) The Portraits feature:The main idea was to help illustrate the PCs better, since the tokens are rather small, especially if you like to be strict about scaling them to the grid. Sometimes an extra visual cue like this is all it takes to help one remember who's playing the elven bard and who's playing the half-elven rogue. The idea of mousing over a unit token (or selecting a unit token) to see it better appealed to me. But this feature can be a lot more than that, so I'll throw out some ideas: You might want to use JPGs of game charts and tables instead of real portraits. Attach the chart as a "Portrait" to a Free-Floating icon (a labeled scroll graphic, for example), and you've got on-call reference materials far more at hand than with the "Consult Library" (aka "Consult Charts & Tables") feature. A handy place to keep a Wandering Monster Chart, no? Or create a portrait that combines a picture of a PC with some basic game stats like Armor Class, Level, etc. Since multiple Portraits are supported, and you can swap between them with a single command, you could use them to indicate things like the Readied Weapon/Item and include stats for just that weapon on each Portrait. I've included some sample portraits in v1.0.5, but keep in mind that you can use smaller portraits or much larger ones. It all depends on how much map space you're willing to give up. On the included sample portraits, I added some yellow borders to set up a consistent design element, but you can also come up with much nicer borders or backgrounds on which to place the portrait content.
The same interface used for managing Portraits will also be used to control token art in the next version, enabling you to change your figures' artwork with a single command (posture changes, combat or idle poses, etc.)
Anyway, I know I've said some of this stuff before elsewhere on the forums, but I just wanted to reiterate it here for the benefit of those users who don't read the forums regularly, so that they can get an idea of where things are headed with BRPG.
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Omnidon
Site Admin

Joined: 06 Feb 2006 Posts: 1814 Location: NY State, USA
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Posted: Mon Feb 05, 2007 6:20 am Post subject:
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Uploaded to the alternate mirror.
Battlegrounds: RPG Edition - Windows
v1.0.5 BETA Demo
http://allinyourmind.net/brpg/BRPGv105Win.zip
Battlegrounds: RPG Edition - Mac OS X
v1.0.5 BETA Demo
http://allinyourmind.net/brpg/BRPGv105Mac.zip
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Full Bleed
General
Joined: 12 Oct 2006 Posts: 499
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Posted: Mon Feb 05, 2007 11:49 am Post subject:
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I haven't had a chance to check out all the new features, and hopefully tonight I will be able to put 1.0.5 Beta though its paces on a network connection. But I think, as you mentioned in another thread, that getting 1.05 into release condition because of all the great development you've done is a good idea.
That said, I'm going to list version specific bugs (things I think you need to address before putting out a 1.0.5a or b) and a couple quick quirks that I think you might want to add.
I only have a few right now, but I'll go ahead and start with them.
1) When I deploy a figure, the first one has a colored "health status indicator" indicator (blue I believe.) I can't get rid of it. Future deployments don't have the problem.
2) This a pretty important one. The new selection code seems very nice, until something bugs it and things starts jumping squares when you're just selecting the figure. It doesn't happen until after you've used the zoom feature.
So, deploy a figure and at 100% the code works as intended. Zoom out, then zoom back in and it doesn't.
As an aside, when we do left-click-and-hold to "grab" a figure to move it, I think the mouse pointer should turn into a hand like it does when we grab the map to drag it. It would be nice to have the feedback that we have the icon "in hand", especially now that it is more selective about when we are on the right part of the figure to select/grab it.
3) Just a nit-pick. But once the FoW is enabled, the "Enable FoW" button should probably change to "Disable FoW" to turn it off. That or it should just be labeled "Toggle FoW On/Off." It's just strange clicking the Enable button to turn it on and off.
More later as I find them.
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Omnidon
Site Admin

Joined: 06 Feb 2006 Posts: 1814 Location: NY State, USA
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Posted: Mon Feb 05, 2007 12:06 pm Post subject:
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| Full Bleed: |
| 1) When I deploy a figure, the first one has a colored "health status indicator" indicator (blue I believe.) I can't get rid of it. Future deployments don't have the problem. |
Ha, that one has fooled me before too.
That's actually the active unit halo. Just go to your turn sequencer and Step the turn and you will see a different unit gets the blue halo.
I do agree that it should be possible to disable it in the preferences though. If you're using high resolution figures, a blue glow around the base may look a bit out of place.
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Full Bleed
General
Joined: 12 Oct 2006 Posts: 499
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Posted: Mon Feb 05, 2007 12:12 pm Post subject:
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Horizontal/Vertical Offsets Bug:
Don't know if this was in previous versions or not because I just haven't used the feature much.
First, when I click on the Horizontal Offset, I kind of expected the figure to move Horizontally, not move vertically (same with vertical offset.) It's probably just semantics (because I guess we are moving the Horizon Line.)
Second (and this is the real bug), when using one offset modifier, there is an interval when the figure moves a pixel or two in the opposite vertex you are offsetting. Just grab a figure and start cranking on the Horizontal offset and you'll see what I mean.
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Full Bleed
General
Joined: 12 Oct 2006 Posts: 499
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Posted: Mon Feb 05, 2007 12:22 pm Post subject:
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| Omnidon: |
Ha, that one has fooled me before too.
That's actually the active unit halo. Just go to your turn sequencer and Step the turn and you will see a different unit gets the blue halo.
I do agree that it should be possible to disable it in the preferences though. If you're using high resolution figures, a blue glow around the base may look a bit out of place. |
Doh! You would have thought I would have noticed this by now. Guess I just haven't paid much attention to health halos much... and since I haven't had a chance to actually employ the program in a game, I haven't used the turn-sequencer at all.
Maybe a Preference to Turn Off Turn Sequencer is all that's needed.
At any rate, it's good to see it's not a bug.
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heruca
Lead Developer

Joined: 20 Nov 2005 Posts: 6732 Location: Buenos Aires, Argentina
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Posted: Mon Feb 05, 2007 2:19 pm Post subject:
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| Full Bleed: |
2) This a pretty important one. The new selection code seems very nice, until something bugs it and things starts jumping squares when you're just selecting the figure. It doesn't happen until after you've used the zoom feature.
So, deploy a figure and at 100% the code works as intended. Zoom out, then zoom back in and it doesn't.
As an aside, when we do left-click-and-hold to "grab" a figure to move it, I think the mouse pointer should turn into a hand like it does when we grab the map to drag it. It would be nice to have the feedback that we have the icon "in hand", especially now that it is more selective about when we are on the right part of the figure to select/grab it. |
I'll take a look and see what's getting messed up after zooming. I wasn't aware of this.
Showing a hand cursor while units are grabbed should be easy enough. I really like the idea.
| Full Bleed: |
| 3) Just a nit-pick. But once the FoW is enabled, the "Enable FoW" button should probably change to "Disable FoW" to turn it off. That or it should just be labeled "Toggle FoW On/Off." It's just strange clicking the Enable button to turn it on and off. |
It sounds like your current OS theme isn't doing a good job of visually differentiating between the pressed and unpressed button states. Have you tried other themes? I'll consider changing the button's text in the various states, but that kind of defeats the purpose of button states.
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heruca
Lead Developer

Joined: 20 Nov 2005 Posts: 6732 Location: Buenos Aires, Argentina
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Posted: Mon Feb 05, 2007 2:22 pm Post subject:
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| Full Bleed: |
Horizontal/Vertical Offsets Bug:
Don't know if this was in previous versions or not because I just haven't used the feature much.
First, when I click on the Horizontal Offset, I kind of expected the figure to move Horizontally, not move vertically (same with vertical offset.) It's probably just semantics (because I guess we are moving the Horizon Line.)
Second (and this is the real bug), when using one offset modifier, there is an interval when the figure moves a pixel or two in the opposite vertex you are offsetting. Just grab a figure and start cranking on the Horizontal offset and you'll see what I mean. |
I think the confusion stems from the fact that offsets are applied based on the original orientation of the artwork, prior to rotating it. It sounds like you rotated the artwork 90 degrees, which would make the vertical offsets move the art horizontally, and vice versa.
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Full Bleed
General
Joined: 12 Oct 2006 Posts: 499
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Posted: Mon Feb 05, 2007 2:46 pm Post subject:
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| heruca: |
I think the confusion stems from the fact that offsets are applied based on the original orientation of the artwork, prior to rotating it. It sounds like you rotated the artwork 90 degrees, which would make the vertical offsets move the art horizontally, and vice versa. |
Ah... that does seem to be the issue.
Seeing as how most figures aren't really facing the default facing in the bases, I rotate almost everything to establish a default that seems to makes more sense as a default.
That's apparently throwing off how the offset function works. It still seem strange that a 90 degree turn would still not equate a linear offset adjustment though (instead of the mildly diagonal movement that I was seeing when I was using the offset adjustments after a 90 degree rotation.)
Is there some way to have the program recognize the new orientation as being the default/original orientation so that the inconsistency isn't there?
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heruca
Lead Developer

Joined: 20 Nov 2005 Posts: 6732 Location: Buenos Aires, Argentina
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Posted: Mon Feb 05, 2007 2:51 pm Post subject:
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| Full Bleed: |
| Is there some way to have the program recognize the new orientation as being the default/original orientation so that the inconsistency isn't there? |
Possibly, down the road. In the meantime, I could just rotate the artwork that comes with BRPG, but that isn't really a fix, since the idea is that artwork might come from anywhere and be oriented any which way.
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Phergus
Captain
Joined: 24 Jan 2006 Posts: 52
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Posted: Mon Feb 05, 2007 8:17 pm Post subject:
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I like the free-floating and portrait features Heruca! Very cool.
Some serious problems with using them however. Making an object free-floating and then clicking on it has it shifting several grid cells per click. Very wierd. With each click the object shifts and a grid cell several cells offset from the original placement is highlighted. The Movement Guide is positioned several cells away as well. The Portraits are being placed off screen and can only be seen if I drag my window size out to full screen width.
The BRPG window is still failing to take into account usable screen width when determing the default width to open at. Windows allows the task bar to be position on the right side of the screen (or left or top). There are system calls specifically for getting the screen width available for apps but I don't know if they are exposed to you in your dev environment. 90% of Windows programmers screw this up so it isn't like it is a unique problem to BRPG.
This may be connected to the problems above as I resized the BRPG window from the left side and then repositioned the window to bring the right side back into view.
Also the rotate keys cause an error:
Property not found
#myType
Script Error. Continue?
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heruca
Lead Developer

Joined: 20 Nov 2005 Posts: 6732 Location: Buenos Aires, Argentina
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Posted: Mon Feb 05, 2007 8:44 pm Post subject:
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The problem with objects shifting is only on large objects, correct? Bigger than one cell?
Regarding portraits being off-screen, I screwed up, and am basing portrait positions off the display resolution and not the size of the map window. Since I always run BRPG at the size of my screen, that never happened for me. I can fix it easily enough, though.
You should be able to resize the map window from any edge, in any order. Any screw-ups are in my positioning code, not in the order you size the window. I'll see about improving it.
Regarding the rotate keys cauing an error, that's major, and will require an emergency patch in the next few days.
Does it also give an error if you rotate multiple selected figures at once?
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Phergus
Captain
Joined: 24 Jan 2006 Posts: 52
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Posted: Mon Feb 05, 2007 9:00 pm Post subject:
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| Quote: |
| The problem with objects shifting is only on large objects, correct? Bigger than one cell? |
Nope. Even very small objects. The problem only shows up after I pan the map with the mouse.
| Quote: |
| Does it also give an error if you rotate multiple selected figures at once? |
Nope. That works.
Discovered the crash-recovery load option. That's nice to have.
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Full Bleed
General
Joined: 12 Oct 2006 Posts: 499
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Posted: Tue Feb 06, 2007 12:16 am Post subject:
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| Phergus: |
| Quote: |
| The problem with objects shifting is only on large objects, correct? Bigger than one cell? |
Nope. Even very small objects. The problem only shows up after I pan the map with the mouse. |
This sounds like it's related to the above movement problem I ran into with regularly deployed figures/objects. Except that the behavior seems to start happening after you zoom in and out with non-free-floating objects.
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heruca
Lead Developer

Joined: 20 Nov 2005 Posts: 6732 Location: Buenos Aires, Argentina
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Posted: Wed Feb 07, 2007 3:11 am Post subject:
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| Phergus: |
| The Portraits are being placed off screen and can only be seen if I drag my window size out to full screen width. |
This is fixed for the v1.0.5 patch.
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heruca
Lead Developer

Joined: 20 Nov 2005 Posts: 6732 Location: Buenos Aires, Argentina
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Posted: Wed Feb 07, 2007 3:14 am Post subject:
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| Phergus: |
The BRPG window is still failing to take into account usable screen width when determing the default width to open at. Windows allows the task bar to be position on the right side of the screen (or left or top). There are system calls specifically for getting the screen width available for apps but I don't know if they are exposed to you in your dev environment. 90% of Windows programmers screw this up so it isn't like it is a unique problem to BRPG.  |
I believe I just fixed this long-standing issue for the v1.0.5 patch. I'm also starting to put the groundwork in place for supporting multiple displays in the not-too-distant future (at least insofar as telling BRPG which monitor to put the map window on and which monitor to put the panels on).
Has anyone ever tried stretching the map window so that it spans two displays on an extended desktop? If so, does it work?
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Farland
High Commander
Joined: 23 Apr 2006 Posts: 525
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Posted: Wed Feb 07, 2007 8:49 pm Post subject:
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Is the patch being released tonight? It hasn't been released yet has it?
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heruca
Lead Developer

Joined: 20 Nov 2005 Posts: 6732 Location: Buenos Aires, Argentina
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Posted: Wed Feb 07, 2007 9:17 pm Post subject:
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No, not tonight. I haven't announced a release date, but I assure you it will be before the 10th or 11th, since that's when I leave on my next trip, and I want to leave you all with a nice stable version that doesn't have any show-stopping bugs (like the current error when rotating a unit in Windows).
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Full Bleed
General
Joined: 12 Oct 2006 Posts: 499
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Posted: Wed Feb 07, 2007 11:52 pm Post subject:
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| heruca: |
| I want to leave you all with a nice stable version that doesn't have any show-stopping bugs (like the current error when rotating a unit in Windows). |
Has the reason for the freaky movement after zooming been identified? For me, that's the biggest show stopper in this release. I have to keep restarting BRPG and force myself not to use the zoom so I can do things a little longer.
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Helizar
Sergeant

Joined: 20 Jan 2007 Posts: 41
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Posted: Thu Feb 08, 2007 1:14 am Post subject:
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Does the save deployment for single units work? I can't seem to save a single unit. It brings up a message saying that I have to have 1 or more units available to save the deployment. The Save Deployment is available when I have a single unit highlighted. It just brings up that message though. Was this fixed or is it going to be fixed with the patch. Wasn't sure.
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heruca
Lead Developer

Joined: 20 Nov 2005 Posts: 6732 Location: Buenos Aires, Argentina
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Posted: Thu Feb 08, 2007 2:03 am Post subject:
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Helizar, there was a bug that wasn't allowing single-unit selections to be saved (actually, there was more than one bug). But I've just fixed it for the v1.0.5 patch.
It just goes to show there's good reason for putting these updates out in beta status first. Sometimes during these updates, a LOT of stuff gets changed around under the hood, creating the possibility of a lot of things breaking. But thanks to the good feedback you all have been submitting lately, the bugs are being dealt with quickly.
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heruca
Lead Developer

Joined: 20 Nov 2005 Posts: 6732 Location: Buenos Aires, Argentina
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Posted: Thu Feb 08, 2007 2:09 am Post subject:
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| Full Bleed: |
| Has the reason for the freaky movement after zooming been identified? For me, that's the biggest show stopper in this release. |
Not yet, but I'm about to look into it. There are now only three bugs left to deal with before the v1.0.5 patch can be released (that I've been informed of so far). They are the "freaky movement" bug, the "19th figure" bug, and a less-critical bug that affects map resizing while in hex mode.
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Phergus
Captain
Joined: 24 Jan 2006 Posts: 52
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Posted: Wed Feb 14, 2007 2:12 am Post subject:
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| heruca: |
| Has anyone ever tried stretching the map window so that it spans two displays on an extended desktop? If so, does it work? |
Yes it does but every so often when moving a token the map will scroll to the left several grids cells. (My secondary display is left of my primary.)
And I notice that frequently when I click on a token to drag it that a different cell will be highlighted briefly.
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heruca
Lead Developer

Joined: 20 Nov 2005 Posts: 6732 Location: Buenos Aires, Argentina
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Posted: Wed Feb 14, 2007 2:20 am Post subject:
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By any chance, is that different cell always being highlighted in the exact same place on your left display?
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