#v9 compatibility checkin

1 messages · Page 1 of 1 (latest)

maiden ibex
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Hello <@&596076164104323104> --- The time has come again! As we transition toward stable V9 we have begun testing game systems and modules to see if they're compatible in the forthcoming stable version.

The package compatibility spreadsheet (ugly as it may be) is available here: https://docs.google.com/spreadsheets/d/1ppPR348igxL75M_G7dWl3otzXYpPwrnj7NVSDP8GmVw/edit?usp=sharing

If your module has not been tested its line won't be coloured, if it's coloured green it's reported compatible, yellow indicates partial compatibility.

If you can @maiden ibex with a simple list by module name for what you're maintaining and its current status under v9T2 that would be appreciated.

Please note: if you update your module's reported core compatible version on the admin interface, you do not need to tell me anything here, I am regularly checking core compatible version reports from the repo itself and importing it into the spreadsheet.

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<@&596076164104323104>

rough narwhal
maiden ibex
wintry pulsar
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I'm not planning on updating my modules before v9 hits stable, since I won't be updating my foundry install before my most commonly used game systems update for it, too.

void ridge
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is it only v9t2 or do previous iterations of v9 also count?

maiden ibex
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if you've checked it since v9d2 it should be fine.

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also nekro i pulled your reported working modules from the league channel

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I got you ❤️

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fyi to all <@&778813608096301086>s- i ran through all the systems today and did basic checks on every single one.
Appearing to be fully functional: 124 systems
Functional with some css or minor js issues: 31
Not functional at all: 24

rough narwhal
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Where does "% of worlds ready" come from?

maiden ibex
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I think from the forge's API reports on system usage

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also the module compatibility chart is not accurate at this time.

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there's no way we've tested 255 modules already XD

floral star
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@maiden ibex Danger Zone is not yet compatible but will be with R9 release. (Status yellow) My other modules are compatible and are up to date on admin.

novel forge
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Well big thanks to some of my contributors for helping me get the v9 compatibility out for my system.

lapis raven
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@maiden ibex My system is marked red, and correctly so. We have a branch ready to go, but it has v8 compatibility issues due to heavy use of card support. Just FYI. Let me know if there is anything I need to do.

maiden ibex
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I had that thought when i tested it earlier - that there must be a V9 branch for it

maiden ibex
iron night
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@maiden ibex Do you need a giant list or will "all my mods are updated or tested working for v9" suffice?

maiden ibex
iron night
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(actually i should have updated the admin page for all of them but maybe i missed some)

maiden ibex
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just ctrl+f your name in the list and see which ones we don't have corecompats on i'd say

lapis raven
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My favorite comment so far: "works as long as you don't need the canvas for anything"

iron night
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@maiden ibex I updated all the still supported modules

maiden ibex
iron night
# maiden ibex got a list of the ones you're not planning to support any longer?

Yes, i've also added a text on the repo to contact me if someone wants to adopt:

Weather blocker : Most of it's features were added to FX Master, i'm moving the Levels\Betterrofs sinergy to a patreon module - Does not work in foundry V9

**Blastzone **- Still works but no longer supported (i'm not using it anymore and the userbase is tiny)

IP Protect -Same as above, maybe @woven ridge or @gleaming ruin Wants to integrate it in one of it's UI mods?

ropes & tethers - It kind of never worked that well, considering removing it from the listing tbh

Animated Walls - Still works but no longer supported, up for grabs

This should be all - any dev reading this that wants to pick something up feel free to PM me

iron arrow
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@maiden ibex Calendar/Weather can be marked as incompatible, or even archived since it wont get any more update. Development was moved to Weather Control which is compatible with V9

woven ridge
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@maiden ibex

  • Minimal UI (Broken - Fixed in Branch. Not releasing yet)
  • Window Controls (Broken - Fixed in Branch. Not releasing yet)
  • Actor Link Indicator (Seems Fine - Needs testing)
  • Scene Preview (Seems Fine - Needs testing)
  • Mythic GME Tools (Seems Fine - Needs testing)
  • Terrain Randomizer (Broken - No errors. Investigate)
  • Clipboard Image (Broken - Needs Investigate)
  • SuperSelect (Broken - Needs Investigate)
little night
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it's funny that you created this thread. I had just downloaded the latest version of foundry from the site this afternoon, with the intention of running some tests tonight or tomorrow. I'm glad that you are showing starfinder to be compatible, but I'm still gonna do my due diligence and just confirm that it is indeed compatible. I'll report back once I've done a little more thorough testing.

candid lion
little night
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"fancy approximation" == "pulled it out of thin air", right?

candid lion
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it's slightly better than that, but not by much

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I should reach out to the Forge to update some of the base assumptions

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TLDR, the Forge API reports "how many users have this Package installed in at least one of their worlds", which means the sum is larger than 100%. For systems, we can guarantee 1 system = 1 world, so the math becomes a bit easier - sum up all total percentages, divide by total number of systems, and now we know 1% install = X% of worlds

candid lion
iron night
candid lion
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that was back in Dev 1 actually, time flies

iron night
forest fossil
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Forien's Quest Log is likely EOL / end of life on v0.8.9 though I am releasing a new rewritten continuation of the quest log w/ an easy upgrade path as a new module and am rushing to get it ready for v9 and folks upgrading. There are significant changes necessary for FQL to be upgraded though I have a handle on those changes for the new module.

barren dagger
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@maiden ibex Drag Ruler is currently O (works, but with issues), Lichtgeschwindigkeit doesn't work at all

dapper saddle
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I can sadly confirm Hero Creation Tool is broken on v9, I will try and hopefully fix it during this weekend! (btw anyone is aware of changes on how a FormApplication's _updateObject(... , formdata) is constructed? I was not able to find anything on a quick search on the release notes, but I noticed my formdata is now constructed differently)

paper elm
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I will not be checking compatibility for Token Independence until V9 is released and I have it installed. It has a small userbase and I have been keeping up with the changes in V9... I don't anticipate it to be broken or needing any significant fixes. It will be my first priority once V9 is out.

maiden ibex
barren dagger
maiden ibex
barren dagger
floral star
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@maiden ibex Danger Zone module now has a FVTT9 branch available and is fully functional in 9. I'll keep a link to the most up to date prerelease manifest on the module's github home page until production release.

slow vortex
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@maiden ibex GM Toolkit (WFRP4e) won't get a v9 release until WFRP4e system is confirmed compatible. That said, as of today, most of the functionality in my refactor branch looks stable with the v9 branch of the system, so I'm not expecting any significant rework (except around token vision and light features).

little night
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@maiden ibex Update on Starfinder compatibility. Looks like from a functionality standpoint, we are good to go. I did find some UI conflicts in our CSS that will need to be addressed, though. So, at this point the system in it's current state is partially supported in v9, pending updates to our CSS.

woven ridge
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@maiden ibex - Update. CSwendrowski helped with image-clipboard. All my modules will survive v9!

- Minimal UI (Broken - Fixed in Branch.) - Reason: New CSS properties and flex styles caused various breaks in the UI
- Window Controls (Broken - Fixed in Branch.) - Reason: I was using internal API and paid for my heresy
- Actor Link Indicator (OK)
- Scene Preview (OK)
- Mythic GME Tools (OK)
- Terrain Randomizer (Broken - Fixed in Branch) - Reason: Roll needs explicit async or sync definition in macros
- Clipboard Image (Broken - Fixed in Branch) - Reason: disabled global onpaste events in V9
- SuperSelect (Broken - Fixed in Branch) - Reason: Deprecated canvas layer functions and changes in vision & light sources API
dapper saddle
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QQ, on the package repo, minimum core version and compatible core version also follow the new manifest naming, right ?

dapper saddle
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danke!

dapper saddle
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so @maiden ibex Hero Creation Tool is now compatible with v9 🙂

wheat turtle
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the only thing that might bring up compatibility issues on my end is that Lancer Clocks currently checks for game.data.version which is marked as deprecated in V9 in favor of game.version. Will game.data.version be removed when V9 officially releases?

rough narwhal
wheat turtle
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in that case, Lancer Clocks is currently compatible with V9T2

maiden ibex
wintry pulsar
wheat turtle
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otherwise it's 100% compatible

wheat turtle
wheat turtle
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yeah, I have it do a verMajor.startsWith("9") check instead of || verMajor == "0.9"

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how should I mark it in the compatibleCoreVersion?

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just 9?

maiden ibex
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it's a presumed safe bet that if it works in v9t1 it should function in all v9 builds

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so 9 should do it

wheat turtle
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ok

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will update my stuff to reflect that

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aaand that's everything updated on my end

wintry pulsar
wheat turtle
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I didn't notice it before in the api docs

gleaming ruin
iron night
nimble cloak
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Background Volume works on 9 testing 1. I haven’t been able to test against testing 2 yet.

thick crypt
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@maiden ibex
my modules:

  • Innocenti's Travel Pace : is only JS, compatibility for all versions.
  • Innocenti's Open Lock: is a minor bugs for check out (one week for fixed)
  • Innocenti's Loot: petty much usable on v9, little bugs to tweak.
surreal quail
gleaming ruin
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If I can save the mods some time by skipping over my mods, I've been updating them for breaking changes as announced, but I have not marked them as v9 compatible until I can dedicate some time to do full backwards-compatible feature-testing. So, assume they're compatible but I have not verified to 💯 yet

tidal otter
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SWADE Immersive Macros (SWIM)
and
SWADE Spices & Flavours
Are both in development. The former will have very limited functionality on v9, the latter is already completely unfunctional and is slowly becoming a new module.
It will take some time to make even the former ready for v9 though because I simply lack the time to get familiar with the changes atm.

clever venture
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ddb-game-log needs some fix before v9, its in progress, i will get back to you guys when its ready.
Issues: the config panel does not render properly

elder comet
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Zweihänder Grim & Perilous RPG system compatibility with V9 is only hinging on a simple Actor method being renamed (prepareEmbeddedEntities -> prepareEmbeddedDocuments). It should be fully functional the very day V9 stable drops. I am not currently planning to release any V9 versions before Stable, but just wanted to let you all know there should be little to no delay in making the system compatible.

woven ridge
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@maiden ibex -

- Minimal UI (Fixed and Released but NOT Retrocompatible)
- Window Controls (Fixed and Release and Retrocompatible) 
- Actor Link Indicator (OK)
- Scene Preview (OK)
- Mythic GME Tools (OK)
- Terrain Randomizer (Fixed and Released and Retrocompatible)
- Clipboard Image (Fixed and Released but NOT Retrocompatible)
- SuperSelect (Fixed and Released but NOT Retrocompatible)

Jeansen's modules all loud and clear for V9 🙂 - check #package-releases for more details

maiden ibex
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All changes brought into the spreadsheet!

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I have also now marked the modules intended for archiving when v9 hits stable.

iron night
maiden ibex
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caught it through the API pull

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🙂

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My workflow for compatibility checking is

  • Pull reported compatible core version by title,
  • update sheet with all versions; update statuses
  • Check reports from DM, this channel, and the league updatathon
rough narwhal
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@maiden ibex the Simultaneous Combat System is compatible with v9. I put the wrong compatible version in for the last 4 releases 😅

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It works with the same code on both versions because I use isNewerVersion checks for the keybindings

high monolith
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@maiden ibex Mobile Token Movement is compatible with v9

wintry pulsar
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I've confirmed all my registered modules work in v9, though I did not do super comprehensive testing (covered basic usage, not all permutations).
Some of them need small styling tweaks, but it's non-critical.
I presume it's enough I've updated the compatible version in package manager for this?

hard cairn
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@maiden ibex Pings, Cursor Hider & Settings Extender are updated for v9

unreal wagon
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@maiden ibex
Ready Set Go - works fine
Tracking & Training - works fine
Auto Blind Rolls - functions fine with core dnd5e, not yet tested with other modules that change how rolling works (ex br, mre, etc)

little night
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@maiden ibex Update for starfinder. We should be completely v9 compatible in our next release (whenever that will happen, but probably before the planned release of v9)

wintry pulsar
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Not my module, but data toolbox seems to be broken in v9. Hopefully it gets update for it.

short elk
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@maiden ibex Theatre Inserts is updated for v9 (still on a working branch but will be merged into the main when v9 is table)

short elk
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@maiden ibex
Japanese core localization 日本語化(オンセ工房本体) has been updated to v9 (though we already have notified the community)

iron night
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@maiden ibex i ended up deciding to keep it updated, you can remove the warning when you have time

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@maiden ibex also, currently using Combat Carousel in my live games in v9 - the button to toggle it does not work but it's working

kindred violet
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If Drag Ruler works, there's no reason Foundry Speed Provider won't. Tbh, based on api changes (or lack thereof) Lancer Initiative and Pool Party for FFG Starwars should still work as well, but I can't check probably until Feb

pliant grail
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Reverse Initiative Order works in Foundry 9 (At least after I sorted out some caching issues 😅 ) I've updated the package compatability on Foundry/admin also.

wintry pulsar
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My modules are unaffected by the just now announced breaking change.

rough narwhal
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Default Context Menu is severely affected and will not work in v9t3. It will cause some errors for the Simultaneous Combat System and Export Sheet to PDF modules, but won't affect essential functionality.

floral star
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@maiden ibex Danger Zone main branch is now R9 and is green status.

forest fossil
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Hiya @maiden ibex. Forien's Quest Log did receive a new update / 0.7.9 that brings essential compatibility to v9 of Foundry. To accomplish this in a timely manner Quest content / document linking is disabled. Could you change the spreadsheet color from "red" to "yellow" if possible.

There still is a replacement on the way in late ~January. Maybe it can help to add this link to the spreadsheet as well which will point folks to info regarding the v9 compatibiliity:
https://github.com/League-of-Foundry-Developers/foundryvtt-forien-quest-log/issues/6

sturdy rain
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All of my modules are updated or marked as v9 compatible in the admin panel, except for:

monsterblock - Needs checked with latest system
token-hud-art-button - Needs keybind support added
pin-fixer - Needs updated for the new tabbed scene config

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@maiden ibex
_document-sheet-registrar (under the League user) should be marked as incompatible for now. The changes to sheet registration mean it needs substantially reworked.

kindred violet
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@maiden ibex lancer-speed-provider is blocked from testing by Drag Ruler and Terrain Ruler

kindred violet
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@maiden ibex ffg-pool-party works the same on v9 as v8.

thick crypt
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@maiden ibex Innocenti Open Lock is work well in v9

surreal quail
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Think I fixed Dice So Nice for v9. Just need someone with approval for that repo 🙂

surreal quail
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I don't think so. I would regularly see a JS failure on load

iron night
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i've been using it for 1 month

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lol

surreal quail
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Maybe it was just me but not sure how

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Ha, really? I always saw this error

PlaySoundEpicFail.js:5 
        
       Uncaught TypeError: Cannot assign to read only property 'name' of function 'class PlaySoundEpicFail extends DiceSFX {
    static id = "PlaySoundEpicFail";
    static name = "DICESONICE.Pl...<omitted>...
}'
[Detected 1 package: unknown:dice-so-nice]
    at Function.<static_initializer> (PlaySoundEpicFail.js:5:19)
    at PlaySoundEpicFail.js:3:40
iron night
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i might not have sounds configured

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who knows

surreal quail
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Ah

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I don't remember configuring anything, TBH

iron night
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not sure, i've been using it since V9P2

candid lion
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DSN worked fine for me yesterday 🤷‍♂️

surreal quail
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Ah, I think I figured it out. Edge vs Chrome. Chrome works fine. Edge throws the error.

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And only on V9

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@lavish ocean for the PR.

lavish ocean
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ok @surreal quail , I'll take a look at your changes to include in the next ver, thanks for the mr!

woven ridge
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Dang something failing on Edge and not in Chrome, that is new!

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unless we are talking about Microsoft Edge and not Edge Chromium

surreal quail
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Edge chromium!

wintry pulsar
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For me DSN works without problems with edge in v9

paper elm
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Token Independence is compatible with V9

maiden ibex
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Hi everyone, i had to take the day off due to family obligations but i'll run an update on this again tomorrow

sturdy rain
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@maiden ibex
token-hud-art-button - Updated
pin-fixer - Updated
monsterblock - Updated

_document-sheet-registrar - Working v9 branch, waiting for some others to test before I publish. Updated

gleaming ruin
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Found the time to do a thorough test of my modules against v9, all are now marked v9 compatible.

storm osprey
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Updated Whetstone for V9 compat, it's now listed in the manifest

maiden ibex
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Hey folks. Sorry I haven't been able to update the sheet. Familial obligations due to the holidays. Spreadsheet updating coming soon as I'm able to sit at the computer and focus for more than ten minutes at a time

heady hamlet
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Updated Mob Attack Tool today to be compatible with V9 and actually named the release tag correctly in the package admin tool this time 🙃

hearty matrix
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Updated PF2E Proficiency without level for NPCs and PF2E Drag Ruler Integration to support v9

barren dagger
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Drag Ruler is in the process of being ported. Here's a bit of deeper insight into what works and what's broken currently:

  • Drag Ruler works well and can be used in v9 when the "Automatically start measuring" setting is enabled
  • Drag Ruler doesn't work at all in v9 when the "Automatically start measuring" setting is disabled
  • Several keyboard shortcuts don't work in v9
gaunt island
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The Twodsix system is now updated for v9.