#ANNOUNCEMENT: V13 COMPATIBILITY IS RELEASED

1 messages · Page 1 of 1 (latest)

vocal abyss
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greenfire ANNOUNCEMENT: V13 COMPATIBILITY IS RELEASEDgreenfire

Hi all - after months of work, and much appreciated help from @midnight token , @last kiln and @outer coyote, the DCC system, and all the paid modules are now compatible with FoundryVTT v13.

Thanks to all of you that helped beta test, we closed a number of bugs that would have otherwise been found after this release.

That said, there will inevitably still be issues post release, so please back up your worlds before you upgrade.

Thanks for your patience - doing this work required hundreds of changes in the system.

For those who haven't used v13 before - note that it defaults to Dark Mode for the UI and game systems. You can change this in the Foundry User Interface settings - you can set light mode for apps (e.g. DCC) and keep the UI dark, or set them both back to light to achieve the same look and feel the DCC system had previously.

I've made this announcement a thread, so you can post your questions there.

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:greenfire: ANNOUNCEMENT: V13 COMPATIBILITY IS RELEASED :greenfire:

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ANNOUNCEMENT: V13 COMPATIBILITY IS RELEASED

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Here's the place in the settings to configure Light/Dark Mode for the UI:

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Note also that v13 automatically rotates tokens to "face" the direction they are moving. This looks a bit odd without top-down tokens. You can turn this off with this setting:

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I encourage you to look through all the v13 settings carefully - there are quite a few new ones.

midnight token
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Congrats @vocal abyss ! Happy to report that dcc-qol has just released v1.1.0 with support for Foundry v13 and DCC 0.60.0 as well. Personally I think I'll be sticking with light mode for now 😄

vocal abyss
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I coordinated updates to mcc-classes and dcc-crawl-classes as well, but other modules with DCC support might be a while before they are compatible - worth checking before you upgrade if you depend on things like item-piles.

short ember
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@vocal abyss is there anything on your end that might have stopped item macro to work in v13?

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I have it setup the same and when I run the macro within the item the macro it's self runs as it should but not when I click the item from the charactersheet.

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Item macro example:

vocal abyss
short ember
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It's hard to sift through, it's cluttered with debug outputs but I think I found a error.

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There was an error in your macro syntax. See the console (F12) for details
#fetch @ foundry.mjs:117855
notify @ foundry.mjs:117714
error @ foundry.mjs:117754
#executeScript @ ItemMacro.mjs:69Understand this error
logger.mjs:14 Item Macro | ERROR | null

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ill check with the item macro developer.

vocal abyss
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@short ember It looks like the Item Macro code is still using html.find on line 79 of its helper.mjs file, which does not work in v13.

short ember
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Hmm.. ok I’ll let them know

short ember
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Is the sepia tone on the equipment/skills/spells images something that can be toggled off?

vocal abyss
short ember
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Much better, imo

vocal abyss
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I know you like your images. 😀

We will see what other feedback we get.

It’s not a quick to add a setting to change that, FWIW. Although module developers could make a module that overlaid those variables with anything they chose…

short ember
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I do like images 😄

short ember
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not sure if this is dcc system related, but we played our first game yesterday and in two instances while in combat I had to make fort saves for NPC's and the results weren't posted last in the chat but above the spell result, I felt like it was posting the results based on where the character was in the initiative order.. is that some new feature in v13?

vocal abyss
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Hmm, not that I know of

short ember
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Strange.. I heard from another player that was not in my game and using dnd5e system I think, and his rolls would alway's be posted in some random spot in the chat never at the bottom

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also, the weirdest thing is that the timestamp was correct

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It might have been some lag issue, cause when reviewing the log I see that the save is timed before the spell but in actuality it happened after

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could foundry be using the clock on the user side rather than the server?

vocal abyss
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Looking through the FoundryVTT issue tracker, it sounds like the timestamp is created on the client, and then posted to the server.

short ember
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ahh

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is that something that changed in v13?

vocal abyss
short ember
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interesting, sorry for sidetracking the thread 😄

vocal abyss
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A lot of things moved to run asynchronously in v13; I suspect that just made the time issue more apparent.

I guess it’s time to make sure your players are syncing their client clocks. 😬

short ember
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I'm stupid.. but how does that work if you have players from different timezones?

vocal abyss
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I’m not 100% sure, but I’d bet the timezone is being corrected for, but if a player isn’t set up to set their computer time from the Internet, they could be slightly off from other players

short ember
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mkay, you must be some off the grid type of nut to not have it syncked to the internet..