megasploot / dungeondraft Goto Github PK
View Code? Open in Web Editor NEWa sleek tabletop encounter mapping tool for Windows 10
a sleek tabletop encounter mapping tool for Windows 10
If the preview image is very large (eg 1000x1000px), when the pack is selected in the list, the image will then be shown at its full scale and cover the entire Custom Assets window thus making it unusable. The preview image should instead be scaled down to fit the preview area to the right of the packs list.
So when downloading Dungeondraft, program doesn't install to app folder. Can't be dragged there either. Instead loads up as an external device (like a flash drive). Program can be used this way, but any maps made can't be exported. Problem has been replicated on two separate macs, on two entirely separate networks.
Currently the only two options for Sorting are Over and Under. I'd like the objects placed by the Scatter Tool to automatically get sorted based on the vertical position so that the objects higher up are behind the objects further down. This would help immensely when placing objects that are drawn from a slight angle and not completely top-down to create the correct impression of depth.
Map uses set Building Wear
Map uses Grime
The DungeonDraft application started hanging on load on my system this morning. It hangs on a black screen with blue bars in upper left corner and shows as non responsive
I have updated the video driver, restarted the system and uninstalled/reinstalled the application with no change.
system-
CPU - i5-9300H
RAM - 16G
OS - Windows 10 64bit
Video - NVidia GeForce GTX1660Ti/Intel UHD Graphics 630
Nvidia Driver - 466.63
DungeonDraft - V 1.0.1.3
I'm a sometimes-DM and I used Dungeondraft for all my map making and I went to load it up to make a map for an upcoming game I'm hosting and it won't even fully load before crashing. I've tried restarting my computer and redownloading but I'm not sure what else to do to get it up and running?
It will load the logo and the icon will pop up on my toolbar but that's as much as happens before it crashes.
Dungeondraft does not even start, it crashes right after the splash screen. I rebooted, deleted all files in c:/users/(username)/appdate/dungeondraft also i reinstalled. Dungeondraft no longer works
please provide support as this is the tool i use for my game and i need to create new maps for the upcoming session !
Some kind of contrasting color or border is needed for the search field on the righthand side of the screen. I can't find it EVERY...SINGE...TIME.
Hello,
I'm finding that objects I've created are disappearing when I rotate them and them move them. This seems to occur specifically when I perform a mirror/rotate operation and then follow up by dragging the object into place. Selecting other objects, closing DungeonDraft and re-opening it don't seem to have an effect on this issue. Please find a video of the issue here.
Program crashes trying to load the map and I cannot see any .log files with crash info.
All files in Dungeondraft\mono\mono_logs
are empty.
As the title says it loads indefinitely
Requesting Linux support, as I enjoy Wonderdraft on all my machines and would enjoy buying and using Dungeondraft. (Im pritty sure there other people too).
Thank you Megasploot for your great Map Making tools. Keep up the good work :)
Platform: Mint (Ubuntu) Linux
Dungeondraft version: 1.0.0.0
I have a large circular room set with smartstone floor and cobblestone. I have carved out an interior smaller circle (see "before" image). My intent is to fill that space in with smart wood flooring with no wall, but every time I try to fill it in as a circle, it gets rendered as a square (see "after" image).
After i build a map and restart the program i cant save the map enymore. everytime i push the save button the program crashs. I doesnt matter how big the map is ore how much objects are in it. Tryed it about 3 times now.
Not having used it for a while, I went to run DungeonDraft (win10) and found it wouldn't load. After searching the forums I removed the config.ini and logs but that made no difference. I then uninstalled DD and installed the latest stable version 1.0.1.3; however, it still won't load. Is there a particular log I can go to to find out why it is not loading?
It seems to get stuck in some sort of loop that prevents me from manually saving my map. After this loop gets started I'm unable to 'undo' any changes to the map. If I work too long in this state the app will eventually crash.
I have turned off the auto-save feature for the time being.
There's a couple of rations that are bugged.
Rotation on Prefab:
Saving a prefab like this:
Adding said prefab:
Rotation of said prefab after saving and reloading the map:
After adding the prefab to another map, fixing the rotation of the objects and saving the map:
After reloading said map:
Rotation on rotated items:
Using the prefab and rotating it works fine, however when the map get's saved and reloaded this is what happens:
The maps where the problem occurs (Asset: FA v3): https://github.com/SeliasBane/share/blob/main/Dungeon%20Draft%20Maps.rar
Dungeondraft 1.0.4.0
Windows 11
Installs and runs fine, but when click "Open" button, nothing happens so I cannot load a map. Even when trying to set the assets directory, the "Choose Folder" button does nothing. I cannot even type into the "Asset Path" textbox to enter the path manually. 1.0.3.2 seems to work fine with both of these functions.
I have tried reinstalling/rebooting/etc to no avail.
Here is the log output:
Custom assets refreshed. Custom assets directory not set. Mono: Finalizing scripts domain... Mono: Unloading scripts domain... Mono: Runtime cleanup... Mono: Finalized WARNING: ObjectDB instances leaked at exit (run with --verbose for details). at: ObjectDB::cleanup (core\object.cpp:2064) - ObjectDB instances leaked at exit (run with --verbose for details). Leaked instance: Object:3663 Leaked instance: Object:3639 Leaked instance: Object:3672 Leaked instance: Object:3657 Leaked instance: Object:3645 Leaked instance: Object:3690 Leaked instance: Object:3687 Leaked instance: Object:3642 Leaked instance: Object:3666 Leaked instance: Object:3669 Leaked instance: Object:3654 Leaked instance: Object:3651 Leaked instance: Object:3648 Leaked instance: Object:3681 Leaked instance: Object:3633 Leaked instance: Object:3678 Leaked instance: Object:3684 Leaked instance: Object:3627 Leaked instance: Object:3675 Leaked instance: Object:3660 Leaked instance: Object:3636 Leaked instance: Object:3630 Hint: Leaked instances typically happen when nodes are removed from the scene tree (with
remove_child()) but not freed (with
free()or
queue_free()). Orphan StringName: Object StringName: 1 unclaimed string names at exit.
This is a clean install, no assets added or config modified (beside turning on logging)
I tried to load a bunch of large asset packs for the first time, all at once. (from Forgotten Adventures) This had the effect of completely hosing my whole system; I had to drop to a text console to recover it. I then tried starting again with just a single asset pack; this eventually loaded successfully, but DungeonDraft's performance was very slow and choppy. After restarting again, and making a new map with that same one, performance is back to normal.
Some other comments on what appears to be the same issue: https://old.reddit.com/r/dungeondraft/comments/mjw99o/dungeondraft_can_kill_the_system_on_linuxnouveau/
Repro steps:
Every time I try to delete a level, program crashes to desktop.
DungeonDraft 1.0.0.0
Windows 10 Pro 10.0.19041
Event log error:
Faulting application name: Dungeondraft.exe, version: 1.0.0.0, time stamp: 0x5ffccce9
Faulting module name: ntdll.dll, version: 10.0.19041.804, time stamp: 0x4544b4a1
Exception code: 0xc0000374
Fault offset: 0x00000000000ff099
Faulting process id: 0x55fc
Faulting application start time: 0x01d710487f66f7ab
Faulting application path: C:\Program Files\Dungeondraft\Dungeondraft.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: ee353bb9-7694-4146-adbe-fe24eecc98dc
Faulting package full name:
Faulting package-relative application ID:
Following information entry:
Fault bucket 1909262915666164059, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Dungeondraft.exe
P2: 1.0.0.0
P3: 5ffccce9
P4: StackHash_7354
P5: 10.0.19041.804
P6: 4544b4a1
P7: c0000374
P8: PCH_07_FROM_ntdll+0x000000000009D174
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER6E7.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER784.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER794.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER794.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7B5.tmp.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Dungeondraft.exe_cbebf4ef5681377e8866bb21e16fb0e1ca8f6118_1707f557_20c10edc-9835-4c17-9471-533c4d760c12
Analysis symbol:
Rechecking for solution: 0
Report Id: ee353bb9-7694-4146-adbe-fe24eecc98dc
Report Status: 268435456
Hashed bucket: e38f1788f28b93dc4a7f10818f1bb95b
Cab Guid: 0
Experienced a crash and thought I'd share the crash info in case it helps.
For reference, I'm running on Mint Linux (essentially Ubuntu 18.04), with the 1.0.0.0 version, installed from the .deb.
The crash data:
=================================================================
Native Crash Reporting
=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================
=================================================================
Native stacktrace:
=================================================================
0xa88a65 - /opt/Dungeondraft/Dungeondraft.x86_64 : (null)
0xa88dfc - /opt/Dungeondraft/Dungeondraft.x86_64 : (null)
0xa7b371 - /opt/Dungeondraft/Dungeondraft.x86_64 : (null)
0x9f9ecb - /opt/Dungeondraft/Dungeondraft.x86_64 : (null)
0x247a620 - /opt/Dungeondraft/Dungeondraft.x86_64 : _ZNK5Image9get_pixelEii
0x409438b0 - Unknown
=================================================================
Telemetry Dumper:
=================================================================
Pkilling 0x7f72d43fe700 from 0x7f7325534cc0
* Assertion: should not be reached at threads.c:6254
Entering thread summarizer pause from 0x7f7325534cc0
Finished thread summarizer pause from 0x7f7325534cc0.
Waiting for dumping threads to resume
=================================================================
External Debugger Dump:
=================================================================
[New LWP 13743]
[New LWP 13747]
[New LWP 13749]
[New LWP 13750]
[New LWP 13751]
[New LWP 13752]
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
0x00007f7323c0332a in __waitpid (pid=15729, stat_loc=0x7ffc063732c4, options=0) at ../sysdeps/unix/sysv/linux/waitpid.c:30
30 ../sysdeps/unix/sysv/linux/waitpid.c: No such file or directory.
Id Target Id Frame
* 1 Thread 0x7f7325534cc0 (LWP 13742) "Dungeondraft.x8" 0x00007f7323c0332a in __waitpid (pid=15729, stat_loc=0x7ffc063732c4, options=0) at ../sysdeps/unix/sysv/linux/waitpid.c:30
2 Thread 0x7f7325531700 (LWP 13743) "Dungeondraft.x8" 0x00007f7323c017c6 in futex_abstimed_wait_cancelable (private=0, abstime=0x0, expected=0, futex_word=0x42d5cd8) at ../sysdeps/unix/sysv/linux/futex-internal.h:205
3 Thread 0x7f731c1a3700 (LWP 13747) "Dungeondraft.x8" 0x00007f7323c017c6 in futex_abstimed_wait_cancelable (private=0, abstime=0x0, expected=0, futex_word=0x49463e8) at ../sysdeps/unix/sysv/linux/futex-internal.h:205
4 Thread 0x7f731c162700 (LWP 13749) "Dungeondraft.x8" 0x00007f7323c02d50 in __GI___nanosleep (requested_time=0x7f731c161d40, remaining=0x7f731c161d40) at ../sysdeps/unix/sysv/linux/nanosleep.c:28
5 Thread 0x7f731c121700 (LWP 13750) "Dungeondraft.x8" 0x00007f7322b997a0 in __GI___nanosleep (requested_time=requested_time@entry=0x7f731c120d20, remaining=remaining@entry=0x0) at ../sysdeps/unix/sysv/linux/nanosleep.c:28
6 Thread 0x7f72d4bff700 (LWP 13751) "SGen worker" 0x00007f7323bfead3 in futex_wait_cancelable (private=<optimized out>, expected=0, futex_word=0x3372848 <work_cond+40>) at ../sysdeps/unix/sysv/linux/futex-internal.h:88
7 Thread 0x7f72d43fe700 (LWP 13752) "Finalizer" 0x00007f7323c017c6 in futex_abstimed_wait_cancelable (private=0, abstime=0x0, expected=0, futex_word=0x335bf00 <finalizer_sem>) at ../sysdeps/unix/sysv/linux/futex-internal.h:205
Thread 7 (Thread 0x7f72d43fe700 (LWP 13752)):
#0 0x00007f7323c017c6 in futex_abstimed_wait_cancelable (private=0, abstime=0x0, expected=0, futex_word=0x335bf00 <finalizer_sem>) at ../sysdeps/unix/sysv/linux/futex-internal.h:205
#1 do_futex_wait (sem=sem@entry=0x335bf00 <finalizer_sem>, abstime=0x0) at sem_waitcommon.c:111
#2 0x00007f7323c018b8 in __new_sem_wait_slow (sem=0x335bf00 <finalizer_sem>, abstime=0x0) at sem_waitcommon.c:181
#3 0x0000000000b4a958 in finalizer_thread ()
#4 0x0000000000c2806b in start_wrapper ()
#5 0x00007f7323bf86db in start_thread (arg=0x7f72d43fe700) at pthread_create.c:463
#6 0x00007f7322bd671f in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95
Thread 6 (Thread 0x7f72d4bff700 (LWP 13751)):
#0 0x00007f7323bfead3 in futex_wait_cancelable (private=<optimized out>, expected=0, futex_word=0x3372848 <work_cond+40>) at ../sysdeps/unix/sysv/linux/futex-internal.h:88
#1 __pthread_cond_wait_common (abstime=0x0, mutex=0x3372860 <lock>, cond=0x3372820 <work_cond>) at pthread_cond_wait.c:502
#2 __pthread_cond_wait (cond=0x3372820 <work_cond>, mutex=0x3372860 <lock>) at pthread_cond_wait.c:655
#3 0x0000000000c8ebda in thread_func ()
#4 0x00007f7323bf86db in start_thread (arg=0x7f72d4bff700) at pthread_create.c:463
#5 0x00007f7322bd671f in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95
Thread 5 (Thread 0x7f731c121700 (LWP 13750)):
#0 0x00007f7322b997a0 in __GI___nanosleep (requested_time=requested_time@entry=0x7f731c120d20, remaining=remaining@entry=0x0) at ../sysdeps/unix/sysv/linux/nanosleep.c:28
#1 0x00007f7322bcc657 in usleep (useconds=<optimized out>) at ../sysdeps/posix/usleep.c:32
#2 0x0000000000cd7f68 in JoypadLinux::monitor_joypads () at platform/x11/joypad_linux.cpp:216
#3 0x00000000014dc59c in ThreadPosix::thread_callback () at drivers/unix/thread_posix.cpp:74
#4 0x00007f7323bf86db in start_thread (arg=0x7f731c121700) at pthread_create.c:463
#5 0x00007f7322bd671f in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95
Thread 4 (Thread 0x7f731c162700 (LWP 13749)):
#0 0x00007f7323c02d50 in __GI___nanosleep (requested_time=0x7f731c161d40, remaining=0x7f731c161d40) at ../sysdeps/unix/sysv/linux/nanosleep.c:28
#1 0x00000000014d80f3 in OS_Unix::delay_usec () at drivers/unix/os_unix.cpp:261
#2 0x00000000014e2383 in AudioDriverPulseAudio::thread_func () at drivers/pulseaudio/audio_driver_pulseaudio.cpp:520
#3 0x00000000014dc59c in ThreadPosix::thread_callback () at drivers/unix/thread_posix.cpp:74
#4 0x00007f7323bf86db in start_thread (arg=0x7f731c162700) at pthread_create.c:463
#5 0x00007f7322bd671f in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95
Thread 3 (Thread 0x7f731c1a3700 (LWP 13747)):
#0 0x00007f7323c017c6 in futex_abstimed_wait_cancelable (private=0, abstime=0x0, expected=0, futex_word=0x49463e8) at ../sysdeps/unix/sysv/linux/futex-internal.h:205
#1 do_futex_wait (sem=sem@entry=0x49463e8, abstime=0x0) at sem_waitcommon.c:111
#2 0x00007f7323c018b8 in __new_sem_wait_slow (sem=0x49463e8, abstime=0x0) at sem_waitcommon.c:181
#3 0x00000000014dc35d in SemaphorePosix::wait () at drivers/unix/semaphore_posix.cpp:41
#4 0x000000000213a01c in VisualServerScene::_gi_probe_bake_thread () at servers/visual/visual_server_scene.cpp:2549
#5 0x00000000014dc59c in ThreadPosix::thread_callback () at drivers/unix/thread_posix.cpp:74
#6 0x00007f7323bf86db in start_thread (arg=0x7f731c1a3700) at pthread_create.c:463
#7 0x00007f7322bd671f in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95
Thread 2 (Thread 0x7f7325531700 (LWP 13743)):
#0 0x00007f7323c017c6 in futex_abstimed_wait_cancelable (private=0, abstime=0x0, expected=0, futex_word=0x42d5cd8) at ../sysdeps/unix/sysv/linux/futex-internal.h:205
#1 do_futex_wait (sem=sem@entry=0x42d5cd8, abstime=0x0) at sem_waitcommon.c:111
#2 0x00007f7323c018b8 in __new_sem_wait_slow (sem=0x42d5cd8, abstime=0x0) at sem_waitcommon.c:181
#3 0x00000000014dc35d in SemaphorePosix::wait () at drivers/unix/semaphore_posix.cpp:41
#4 0x00000000026a0ca9 in _IP_ResolverPrivate::_thread_function () at core/io/ip.cpp:101
#5 0x00000000014dc59c in ThreadPosix::thread_callback () at drivers/unix/thread_posix.cpp:74
#6 0x00007f7323bf86db in start_thread (arg=0x7f7325531700) at pthread_create.c:463
#7 0x00007f7322bd671f in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95
Thread 1 (Thread 0x7f7325534cc0 (LWP 13742)):
#0 0x00007f7323c0332a in __waitpid (pid=15729, stat_loc=0x7ffc063732c4, options=0) at ../sysdeps/unix/sysv/linux/waitpid.c:30
#1 0x0000000000a88d75 in dump_native_stacktrace.isra ()
#2 0x0000000000a88dfc in mono_dump_native_crash_info ()
#3 0x0000000000a7b371 in mono_handle_native_crash ()
#4 0x00000000009f9ecb in altstack_handle_and_restore ()
#5 0x000000000247a620 in Image::get_pixel () at core/image.cpp:2538
#6 0x00000000409438b0 in ?? ()
#7 0x00007f7322ea1680 in ?? () from /lib/x86_64-linux-gnu/libc.so.6
#8 0x0000000000000000 in ?? ()
=================================================================
Basic Fault Address Reporting
=================================================================
Memory around native instruction pointer (0x247a620):0x247a610 58 0b 00 00 8b 3c 90 48 83 c4 28 e9 00 84 fe ff X....<.H..(.....
0x247a620 0f b6 04 10 66 0f ef c9 f2 0f 2a c8 f2 0f 5e 0d ....f.....*...^.
0x247a630 dc 45 5e 00 f2 0f 5a c9 66 0f 7e ca 66 0f 7e c8 .E^...Z.f.~.f.~.
0x247a640 89 d2 48 c1 e0 20 48 09 c2 48 89 14 24 66 0f 7e ..H.. H..H..$f.~
=================================================================
Managed Stacktrace:
=================================================================
at <unknown> <0xffffffff>
at Godot.NativeCalls:godot_icall_5_465 <0x000a1>
at Godot.Image:DoubleBlendTowardsChannel <0x00083>
at Terrain:Paint <0x0013f>
at TerrainBrush:_Update <0x000c3>
at Editor:_Process <0x000bd>
at <Module>:runtime_invoke_void__this___single <0x00084>
=================================================================
[1] 13742 abort (core dumped) /opt/Dungeondraft/Dungeondraft.x86_64
I tried to make a custom pack containing an object texture which was very large (e.g. 800x800px) and the object would never show up in the library. Once I scaled the image down to 128x128px, repackaged and reloaded the pack, the object then showed correctly in the Library and was useable on the map. There should at least be a warning about an image being too larger or ideally the app would automatically scale down the imported image to maximum allowed size.
Hey! Love the software.
Would you mind writing a semi-formal specification for dd2vtt so that people can better understand how to use it in VTT software? It would help clear up some confusion. Thanks!
When exporting large maps as .webp I get the error that my graphics card ran out of memory ("Your graphics card ran out of video memory while exporting the map. Lower PPI and export again"). As memory is not even closely saturated I would guess that simply not enough is allocated.
Video memory in use: 2,4 GB / 16 GB
Graphics Card: AMD 6800 XT
OS: Windows 10 Pro
RAM: 32GB (5-6GB used by Dungeondraft)
CPU: AMD 5600X
Worked on a map for a few hours last night. Woke up today, loaded it, and on 2 layers, the cave walls were not there. One layer was completely fine. I tried adding walls (still new to the program) and the app crashed. Now, it's not loading the map at all. I've had it work once or twice, but it's just frozen. Most times it just opens and immediately crashes. I've tried 4 different autosave backups also and they do the same.
Also have tried 1.0.1.1 and 1.0.1.3
Repro Steps:
It appears that when the JSON is loaded and iterates over the Objects array, if a path is not linked properly, it removes the object from the map JSON completely.
I am still testing this to figure out what is happening. I do not recommend building maps until this is figured out, or at least not with whatever setup I have, as it will break all maps and all backups.
It points to this file: https://www.dropbox.com/sh/z2zonabjv0r7ozi/AADI2vP9TyT5RP1ruTUTBtPFa?dl=0
Which no longer seems to exist
Howdy,
What brilliant software Thanks to the developers. I run on an Ubuntu OS 22.04. and I noticed that if I launch Dungeondraft using the Nvidia Drivers, it take about 8GB of ram usage when creating a new map
However if I run using the built in Drives (Nouveau drivers) then the ram usage never exceeds 500MB.
I must admit I have the entire Forgotten Adventure packs installed and with that it takes just over 11 minutes to launch a new map.
My System:
Memory: 10GB
Processor: Intel® Core™ i5-3470 CPU @ 3.20GHz × 4
Graphics: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2
I'm running this on Linux (PopOS) and I've noticed that when holding the space bar to move the map, it can take a second or two after releasing the space bar for the DungeonDraft to leave panning mode. While not necessarily a breaking bug, it is frustrating as I will move the map to where I want it, release space bar, then continue drawing terrain or what have you, only to have the map move again meaning I have to readjust a second time to put the map back.
Recently installed Dungeondraft. Whenever I create or set a location for custom assets, after selecting the folder Dungeondraft locks up for a second or two and then closes. Occurs regardless of empty target folder, filled with asset package files, etc.
I can't save or export a map. The dialog box does not appear. The export dialog box appears but submitting that also does nothing.
I just purchased and downloaded Dungeondraft 0.9.5.1. This happens for .deb and .zip. I'm running Debian Linux 10 (buster). I'm using KDE with 6 desktops, but all are empty. I see no pop-up or pop-under windows.
There are various other exceptions printed to the console, but nothing written when I try to Save. The mono_logs are empty. I see no other logs.
The config.ini in ~/.local/share/Dungeondraft/ specifies last_map_directory and last_export_directory. These directories have no new files.
There are backup files in JSON.
Other than that, I see no clues in this folder about what's happening.
I have been using Dungeondraft for almost 2 months now and its been working perfectly. Yesterday I went to add some assets in, something I have done successfully hundreds of times. It crashed and now when I try to open it all it get is the tab bar pop up with the logo and it stops working.
I have tried reinstalling it and making sure its the up to date version.
I really love this software so if anyone can help me I would really apricate it.
log-2021-06-22-09-07-17.txt
In both versions 1.0.1.3 and 1.0.2.1, Dungeondraft freezes and then crashes when I select the select tool either through the menu or with the shortcut. After this crash, I cannot load Dungeondraft until I restart my computer. I am using MacOS Big Sur 11.1 and just purchased Dungeondraft, so it cannot be custom assets causing the issue. This crash occurs every time I use the select tool. I have included a log of an instance where the crash occured.
Description
When exporting maps with the "terrain enabled" set to off, all the assets that contain pixels with an alpha channel have jagged edges.
It looks like the alpha value is not being rendered correctly when exporting.
While using the software, assets are displayed correctly, this is an export-only issue.
Here below the original texture and the same once exported.
How to reproduce
System
The same identical behavior happens on both:
MacbookPro 15" 2019 - MacOS 15.7 up to date - Radeon Pro 555X 4 GB
Windows 10 - Nvidia GeForce 1050Ti with latest drivers
Version: 1.0.3.2
While exporting the second floor of a building I recreated, I cropped the output to reduce the map size somewhat.
It appears that this cropping is not taken into account for the wall coordinates that are exported. At least, when I import the file in Foundry VTT, all the walls are offset to the bottom-right by the amount cropped.
Presumably this would also happen for things like light sources, but my export had none.
Running on Linux (PopOS). Starting a new map, with no assets enabled, selecting the "Select" tool from the side, it takes several seconds for the side menu to show up.
When in an active map, the Select tool is similarly slow. Then when clicking on an item to work with or edit it, it takes several seconds for it to recognize that I clicked on something, but I'm also locked into drag mode when it is trying to move the item. My ability to change properties is limited and I can't let go of the item even with subsequent clicks. Only hitting escape seems to let the object go, dropping it wherever my mouse happens to be and exiting the Select tool.
Description:
On a larger map (see attached file) the performance is really low. Especially on the ground level, where the most assets are. I experienced stutters when scrolling over the map and general slow reaction of the software.
When trying to quit dungeondraft it doesn't respond anymore and has to be closed via task manager.
Switching back to 1.0.3.2 solves the problems. Performance is normal again and the application quits normally when I close it.
Steps to reproduce:
Desired behaviour:
Actual behaviour:
System specs:
Just bought dungeondraft and in both stable and beta version i have this bug. When i put any shape in Design-Building Tool, Floor starts to glitch when i move camera or change scale. This visual glitch disappears when in change scale to 150%+ or when i change floor in Pattern shape tool(but only on changed part of floor, other parts continue to glitch) probably because Pattern goes on above level.
Operating System Microsoft Windows 10 Pro
CPU AMD Ryzen 5 2600
System Memory 16336 MB
Video Adapter GeForce GTX 670 (2 GB)
Under "Updating the pack", please append something along the lines of:
"If you've performed a significant update and need a refresh of your thumbnails that DD uses for displaying in the tool menus, go to (Windows:) %APPDATA%\Dungeondraft\.thumbnails
. Sorting by date is your best option for finding DD's thumbnails for your pack."
The description of the DungeonDraft repository is "a sleek tabletop encounter mapping tool for Windows 10 "
On the official website, we can see 3 icons : Windows, Mac and Linux.
If i click on the "What's included ?" link, i see Windows 64 bits installer and Mac DMG image (nothing on Linux)
Following this issue #3 its seems that we can download the Linux version as 64 bits archive or .deb package.
Is it possible to add precisions:
At this time, i see the linux icon on the website, but regarding the "What's included?" section, it is unclear if this version is available, it is the only thing that prevent me to buy DungeonDraft.
Thanks
When I open dungeondraft in administrator mode OR in normal mode, I can't save any map.
I create a 20x20 map, place a building in it and hit Save. But no dialog opens. Even closing dungeondraft it notifies me that I have unsaved changes, but hitting save wont trigger the dialog. I can only discard everything.
I have a fairly new laptop with enough memory. Tried reinstalling and rebooting. Nothing works.
I run 1.0.3.2
I deleted or misplaced somehow the custom file template, and whenever I hit the button for a new one it just opens file explorer to 'this pc' with no new file
When there are a lot of asset packs to go through, such as when you've bought Forgotten Adventures and 2Minute packs, there are a lot to go through. The order that they're displayed in seems somewhat random. A couple suggestions that might help in order of difficulty from what I imagine would be easiest to hardest.
Regardless, this software is awesome. Thank you for making such a fantastic map making tool!
When exporting a multi-level map, there is currently only an "overlay" function.
But what I would like to do is have a layer underneath the main export.
When exporting to image I can simply select the "ground floor" map as the overlay, and it works as desired.
But when exporting the map to vtt for import in FoundryVTT, I have to select the ground floor for export, otherwise the walls, doors and lights won't be correct.
An example of a use-case would be a map with a "ground-floor" and "underwater" layer.
This would be what the top layer looked like. The walls are cave walls, and the floor is mostly blasted open to reveal the underwater section underneath:
The underwater layer:
Another use-case would be a room with a balustrade which looked down into the main section.
Background:
For the most part, I haven't noticed this issue. But, for the most part, I haven't gone above about 40x40 when making a battlemap. Recently I've been working on an 80x80 and noticed that my system has become choppy, specifically videos that I usually have running off to the side while I work have gotten choppy. This led me to think that this might be a GPU issue since the built in Intel GPUs can be kind of pokey, so I decided to run Dungeondratft using Linux's "Launch Using Discreet Graphics" option to offload the app to the NVidia GPU. After running for only a few minutes, I noticed that the fan was running at full speed. I pulled up my system monitor and the NVidia GPU was at 100%. By comparison, running Firefox and playing videos on Youtube via the Discrete Graphics
Specific Symptoms:
NVidia GPU running at 38% when just opening Dungeondraft
NVidia GPU running at 74% when opening 30x20 map, not actively editing
NVidia GPU running at 100% when opening 80x80 map, not actively editing
System Specs:
MSI Prestige 15083
CPU: Intel i7-10710U
RAM: 16 GB
GPU: Intel UHD & NVidia GeForce GTX 1650 Mobile
Screen: 3840 x 2160 (4K)
OS: Fedora 34
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