Welcome to my TTopRPG 2.0 page. Here, you'll find links for updating your machine to run TTopRPG 2.0 as well as the download EXE.
Click to find Downloads (OS Updates and install package)
You can often find me at the Paizo Chat Room. I log in there as Pygon.
NEW! Getting Started (You'll need to get TTop running first before using this page)
2/6/10 - TTop 099 released. I added a few lighting presets to the Light menu (torch, candle, etc.). Currently it only has 3.5 versions of lights. It will be easy enough to add 4e versions at a later time. If you have any special requests, post them to TTopForums. The Plot Path function now uses a Setting to count squares instead of accumulating 5 feet increments. You can now clear the text from the chat area by right clicking or typing /clear.
NOTE: If you have updated to 099 and find that Plot Path counts squares but Icon Drag does not, update to 099 again. I found a problem and fixed it.
1/30/10 - Could it be an actual TTop update? Yes! TTop 098 released. When a Visual Aid alert is added to a player's screen, text in the chat notifies them. Also, the path length for counting squares on difficult terrain has been recoded to enforce direct multiples of the 5 10 5 10 method. So x2 terrain now results in 10 20 10 20 instead of 15 15 15 15 for every diagonal. This interpretation was confirmed personally by James Jacobs himself of Paizo. Ergo, I guess the change seemed reasonable...
12/27/09 - I hope everyone had a good holiday. I just wanted to post and say that TTop is still alive and well. But work has been keeping my mind occupied, and I've been dabbling with Heroscape and Dragon Age, so when I sit down at my machine, tweaking TTop doesn't come to mind immediately. There aren't any pressing requests right now, so I just haven't had the occasion to upload a new version yet (although the next version will have Visual Aid text alerts). If you're eager to see a change in TTop, post it at TTopForums! And eventually, I'll upload a new one.
11/22/09 - TTop
097 released. I figured it would be more convenient to have the name helper
text appear above the chat entry only when you are typing in character. That
way, you'll have a more visual cue of whether or not you are typing in character.
Also, to better support my conversion of The Breaking of Forstor Nagar (Rite
Publishing's online VTT adventure, soon in development), I increased the descriptions
for visual aids to 800 charactes and allow line breaks. Back up your stuff,
since save files are affected. Report any problems to TTopForums immediately!
11/15/09 - TTop 096 released. More minor changes. You can use backspace to
back up while plotting shadow walls and plot shapes now. Both also show the
number of points remaining before you have to stop. Plotting can end with
C, Esc, Enter and Space bar. There was an invalid packet problem with area
effects that I had to correct (if you set the inner size to 6 squares with
an 80' radius effect, the packet was invalid). You can remove macro variables
from tabs now, and I adjusted the chat font size option - it now affects the
chat area again.
11/8/09 - TTop
095 released. Not a lot new in this one, but I still recommend backing up
your stuff, since this change also affects save files. Infoboxes now have
a GM and player blank to help keep information separate. I fixed a couple
bugs (chat losing focus when someone updates a macro and invalid packets on
campaign names with 32 characters) and added some network debugging for my
own purposes (in one session, players were inexplicably getting timing out
messages, so I want to be ready the next time it happens).
11/1/09 - TTop 094 released. The gamemodel.com/ttoprpg.com server went entirely down today, which would prevent players from updating if they were trying to join a game hosted by a GM with a later version of TTop. So I set up ttoprpg2.com (TTopForums server) as an alternate place for TTopLaunch to poll for updates. I don't have control over how well these servers stay up, so all I can do is apologize for the inconvenience, try to accommodate the possibilities and reduce the chances that players' sessions aren't halted because of circumstances outside my control.
Be sure to grab the latest TTopLaunch 1.03 using TTopRPG's Resources menu so this won't be a problem anymore. TTopLaunch 1.03 is also now available in the TTopRPG install zip.
10/31/09 - TTop 093 released. At last, macro variables are functional. I recommend you back up your campaigns before using this, since it affects save files. I tested compatibility with old files and I think I covered the bases, but make sure your old campaigns and saved tabs load entirely before trusting it. Also, I fixed a bug revealing the Combat and Start Combat buttons as a player when toggling fullscreen with F11. Circular area effects are now attachable to icons and support an inner size to simulate auras or burst effects from PCs. Finally, I disabled the tooltip text on icons since their information appears underneath anyway. The tooltip text will still appear for the first Plot point from an icon and when you highlight portraits and the initiative list.
Please let me know of ANY problems loading old campaigns or saved character/monster tabs at TTopForums immediately.
10/24/09 - TTop
092 released. Just a couple additions here: ctrl-A in chat selects everything
in the chat entry for quick delete or copy, and the GM can ctrl-L on the map
to lock the PC icon positions (also in Settings).
10/17/09 - TTop
091 released. Some enhancements to chat channels in this one: Players that
disconnect and reconnect will be given back the channels they joined, the
player list shows you who has joined the current channel (those that aren't
are grayed out), and the channel tabs have a right click menu for Leaving
and Inviting. Also, when combat is taking place, players have an I'm Done
button to end their turn (the GM still needs to Advance manually, but at least
there's a quickie way to tell the GM your turn is over). If there are any
problems, you know where to report them. And if you don't know, it's at TTopForums
(link on the left menu).
10/11/09 -
TTop 090 released. For those who use MapBuilder but hate how the indicators
get in your way when you are trying to make other adjustments, you can toggle
them with the Z key. While typing in the chat area, Ctrl-O will toggle the
OOC switch. Finally, when you create a channel (by using /join), you can now
/invite other players into it. Partial player names are supported, just like
with /tell.
9/30/09 - TTop 089 allows you to set the font size of the chat area by right clicking it (8,10,12 pt). Also, creatures that die at zero hp weren't showing the X at zero hp. Now they do. Finally, hit F11 on the map to get a pseudo full screen view, for those of you wanting to use a projector with a second app running.
EDIT: Whoops, found a bug with fullscreen. If you maximize the app, then resize the chat all the way to the left, then F11, then restore the app, the map window stretches off to the left. Hmm. I'll get that fixed. In the meantime, be careful with it. There, fixed. Just grab another 089 if it's still happening to you.
9/7/09 - TTop 088 released. This is a significant release adding minor sound support. Currently only .WAV files are supported until I can figure out how to add more file support, a play progress bar and volume control to TTop. WARNING: Currently, the .wav files play at FULL VOLUME, so be nice to your players and warn them ahead of time. Load up a sound that lets them set their volume, like the test THX movie intro sound found on this page. Also, you'll likely need to convert your favorite files to WAV. I'm using this program - it isn't too bad, and it's free.
I am NOT responsible for any blown speakers, angry spouses, crying babies, soiled shorts, lost hearing or frayed nerves that are a result of using this sound system. As usual, backup your stuff before trying this. I have no idea how well this will work on VMs like VMWare or Parallels.
Since .WAV files tend to be rather large, this current system is probably best used for momentary ambient sounds or singular sound effects rather than long pieces of music.
Even if you don't like the lack of other file support or the fact that you can't adjust the volume, I'd like to at least know what you think of how the interface works. Let me now at TTopForums.
9/5/09 - TTop 087 released. Settings to show GM rolls to the players and monster stats added. The sound interface is also coming together (right now only clients that connect with me can hear sounds - the interface needs some polishing), but I can't release it just yet. That said, you might want to back up your campaign files with this release, just in case. In my testing, my campaign file encountered an error when it was saving, so I had to restore from a backup. I've fixed that error, but I thought it fair to inform you. You've been warned.
8/29/09 - TTop
086 released. You can set the point at which creatures die now (0 hp for undead,
or -10 or -Con for other creatures) to support PFRPG. Also, in PFRPG, shadowy
light sources will increase illumination of other shadowy light sources to
normal light (warning - this is VERY slow with a lot of light sources going
- I left it optional). I also added suggestions for files to use for graphics
since new users seem to prefer BMPs which are too dang big.
8/21/09 - At long last, the gamemodel.com domain forwarding is working the way it should, again. If you haven't updated to TTop 085 yet, and you haven't screwed up your TTopLaunch in the process, you should be able to do so now. Just be sure that after you get 085, you access the Resources section and download the latest TTopLaunch (1.02) as well, so that if this problem happens again, it won't affect you.
8/9/09 - ALERT!!! Due to a snafu at my hoster's domain that just started within the last 24 hours, requests for http://www.gamemodel.com/TTopRPG/index.htm now redirect you to http://www.ttoprpg.com instead of http://www.ttoprpg.com/TTopRPG/index.htm. This is a huge problem for those of you trying to update your program using TTopLaunch, since for www.gamemodel.com/TTopRPG/TTopRPG.bin, the hosting now returns a text file with the html for the www.ttoprpg.com home page inside, basically ruining your application.
I apologize for the inconvenience, and I am somewhat ticked. For now, here is a direct download of TTop 085 until I can get this issue resolved: TTopRPG085.zip. Extract the EXE inside into your TTop folder to get the latest version. Also use it to get the latest TTopLaunch (1.02) in the Resources menu. I'm trying to get this resolved, but today is Sunday and I have no idea when this will be fixed. In the meantime, these new apps also get around the problem.
I've also included the new TTopLaunch 1.02 inside the original installation TTopRPG.zip.
8/8/09 - TTop 085 released. During a session I was playing in, the GM reported getting a big red X in his map screen, making it impossible for us to play. After sending me his campaign, I figured out that somehow he added a zero byte image file, and it caused an exception during the Paint event on the map control. I added exception handling to the image load routines. Hopefully that rare problem won't halt anyone's sessions anymore.
8/1/09 - TTop 084 released. My apologies. Apparently my reworking of the macro display system kept the Load PC and New PC buttons displayed even after you add a PC tab, hiding the tabs behind them. I'm still monitoring the situation. Hopefully things are good now. Plus you get an unexpected early release on additional macro subfolder functions (move all macros to another folder, right click a macro and quickly move it to another folder, and move a folder left or right). Please report any additional problems to the forums.
8/1/09 - I've uploaded an early 083 release. It isn't guaranteed stable, so be careful with it. I did this because I needed to instruct someone about DMing and for some reason the latest upload was 081 instead of 082. Another goof up on my part.
7/31/09 - As is usual, in my haste to get a release out the door, I failed to test every aspect of a previous release and broke MapBuilder - those of you who have been wanting to draw out freehand shapes might be wondering why you only get a straight line and no result after you select Box in the Reveal/Hide interface. It has been fixed. Wee.
7/30/09 - TTop 081 released. Macro subfolders are finally availalbe for those of you to like to hyperorganize their macros. I've tested them as completely as I could, and they seem to work well. Don't be surprised if I missed something, however. I'll leave it up to you to let me know on the forums if something broke! I also added the ability to color the fog (just click the color box next to the Occlusions check), and when pasting or Placing a new Icon, PC is now unchecked by default to prevent accidentally adding a monster to the party.
7/25/09 - TTop
080 released. I finished up most of the right-click menues so that you can
access copy/paste on lights and MapBuilder shapes (boxes, ellipses and images
only for now). I also added a small interface to Reveal/Hide so that you can
reveal using boxes in addition to freehand. Finally, to assist with setting
up lighting in rooms with lots of pillars, you can copy/paste shadow walls
and move a whole shadow wall with the SHIFT key.
7/18/09 - TTop
079 released. I added a few menu options to make some things clearer (V key
works on icons, lights and area effects, you can set an icon as the current
combatant in the combat menu if need be, and copy/paste icons and lights).
Path plotting now also supports x4 movement for you crazy difficult terrain
tumblers (Alt or Shift for x2, both for x4 - I don't know how well this works
on a Mac).
7/9/09 - TTop 078 released. I was informed that on "classic" Windows interfaces, the colors on macros would affect macro buttons in the same location in other tabs. I was finally able to replicate the problem and find a fix for it. I also added the ability to back up the combat counter by one (since that seems to be needed more often than manually setting the counter).
6/25/09 - TTop 077 released. I decided to make any non-whispered GM die roll of any kind private, including die phrases (players won't see any of a phrase that has a die roll). Whispers however will not be modified, so you can still whisper phrase rolls to players.
6/24/09 - TTop 076 released. I realized some macro commands without die rolls may need need to show a title, so I added that option to the complex macros. I also stumbled across a bug allowing you to clear the Operation part of a macro in Advanced mode and apply it successfully (which created a problem trying to modify the macro later).
6/21/09 - TTop 075 is live and supports complex macros. Macros can now have multiple lines and be labeled with color, bold and italics. Folders can also be chosen but they will not display yet.
All chat commands now also support parameters (Sample phrase: "Power Attack = [?powerattack=5]; I hit AC [1d20+5-[?powerattack]] for [1d12+6+[?powerattack]] damage". This phrase asks for powerattack, defaulting it to 5, and applies the value to the entire phrase.
Whispers now appear in all channels, and dice rolls will appear in the active channel (GM's could make a secret roll channel if they like).
NOTE: Due to the changes to macros, saved macro and campaign files have changed. I have tested with my old data files, and they work. But as usual I will caution that due to this significant change, back up your old campaigns before trying to load and save them with this latest version! If you have problems, visit the TTopForums Technical Support area.
UPDATE: I found a couple problems immediately after uploading the latest version (initial macros didn't disappear when a campaign with no macros was loaded, and whispers were causing channel alerts and appearing in the wrong places). These have been fixed, so if you are noticing these problems, download 075 again using TTopLaunch.
6/18/09 - TTop 074 is live. I added more icon highlighting options, fixed a small bug with nested bold and italic tags, and added support for simple OpenRPG die phrases ("I hit AC [1d20+5] for [2d6+7] damage"), which now allows whispering die rolls as well. Macros still only support 32 characters for now. This will expand in the future. Die phrases are NOT private for the GM.
6/6/09 - TTop 073 is live. It has links to this page and TTopForums in the Resources menu, and supports grabbing the latest TTopLaunch. The latest TTopLaunch has a couple bug fixes and will try both gamemodel.com and ttoprpg.com for download success, to combat the latest crisis of gamemodel.com not working.
6/5/09 - What's next for TTopRPG? Well, I need to find some work first. Once I get established there, I may dive back into TTopRPG and address some things people are asking for. Most notably, more extensive macro functionality (multiple rolls, color coding, sub tabs in the list, etc.). I'd also like to allow multiple maps open at a time (this will probably be an optional form that the GM can open so that the main form's map is the one that the players see, but it will allow him to copy/paste icons from one map to another during combat). It might be a while before you see any of these changes. But as long as it's within my power, TTopRPG will not simply die.
6/2/09 - Today gamemodel.com suffered some loss of service. My apologies. I contacted my hoster and brought it to their attention. Update: It seems to be working now, but it is intermittent. Occasionally, it fails to work. If you attempt to Check for Updates using TTopLaunch and it fails, I mis-coded the updater to cause it to download the latest version immediately the next time it works - so you may receive a download without having a chance to choose if you want it. There is no new update at this time - you will still receive verson 071.
6/1/09 - I've set up a few discussions at TTopForums that might help with some of the more complex aspects of TTop. Also, I have extended the hosting for the TTop EXE to the end of the year. Currently, the Forums will be up until November.
5/22/09 - I'm experimenting with some forums. I suppose they are functional enough to serve as official support forums. Take a look, let me know what you think! : TTopForums. Sometimes the server hiccups - after a few tries, it might wake up. The forums are a little ugly right now, but I'm working on it.
5/17/09 - To Mirliton and King Joey - sorry my connection dropped when I was giving you a tour. Rains were passing through here and my internet dropped out for a few hours. I was not happy.
5/1/09 - I appreciate everyone's interest in TTop, but it appears I'll have to put developing on it aside for now. This site is paid for until August. It won't cost much to extend that to the end of the year, but I just don't have the money to spare right now. In the meantime, this site will remain up, allowing everyone to grab the latest version as it is. If you have any pressing concerns, you can email me at cyack@gamemodel.com and I'll respond as I'm able. Game on, everyone!
4/24/09 - I've uploaded 071 to correct yet another possible way for users to add carriage returns to visual aid descriptions, screwing up their campaignIndex.txt files. See the 4/2/09 note below.
4/19/09 - At the request of a number of players, I've begun to add player created chat channels to TTop. Right now it only handles channels you create using the /join command. Type /leave to close a channel. Public channels are logged in the same folders as the other campaign logs. I'll be testing for crashes with some other players and may have a new build soon if any errors are found. Stay tuned. Update: After some initial tests, release 069 doesn't properly show the "More" panel as the sub-channels are resized, and it's possible for a player (not the GM) to create a duplicate channel if the "/join" command is entered at the exact same time as another. Clients will also receive an "Invalid Packet" whenever anyone associates a tab with an icon (even though the tab will still successfully be associated). These troubles don't break the program, so I'll leave them until the next release, which will include more features for channels.
4/5/09 - It appears that interest in TTopRPG is ever slowly starting to increase (I saw 80 hits on my site yesterday). To this end, I think I should remind all of you that TTopRPG started as a hobby project, but I'm willing to make additions as people request them (as long as I'm fairly certain that playtime requires them). I'm the only developer on the project, and as such, even though I try to test out my changes until I'm confident about the build, errors do creep in (see the 4/2 note). Anyone who is building campaigns with TTop should always back up their data in the event that something goes wrong in a later build (campaigns, Characters, portraits, etc.). Thank you all for the interest!
4/5/09 - GameModel.com has successfully moved to access ttoprpg.com. When you access this site using a gamemodel.com URL, your address bar will change to "ttoprpg.com". Be aware that this will be temporary. Eventually, I'd like gamemodel.com to continue to appear in the address bar, but my current hoster doesn't provide that option yet. In the event that TTopRPG sees enough activity to warrant its own website, I'll set up two separate sites.
4/2/09 - When I released Visual aids, I mistakenly allowed line breaks in the descriptions. This caused format errors when loading a campaign. I've since disabled the line breaks so that won't happen again, but I can't repair the format problem on file load. If you are having this problem, you will have to go into the campaignIndex.txt (back it up first!) and remove the line breaks from any descriptions that have them. If you are still having trouble, send the campaignIndex.txt to me in an email (see main page http://www.gamemodel.com) and I'll assist. Sorry for the inconvenience.
3/30/09 - GameModel.com may be moving soon! I will be transferring the gamemodel.com domain to a different registrar soon, once I'm certain the site and my email will work after the transfer. So far about 2 days, hopefully no more than that, you may not have access to this page. You can reach its replacement via http://ttoprpg.com. TTopLaunch, however, is coded to look for updates at "gamemodel.com", so the Check for Updates portion of the app will not work until the transfer is complete. I'll keep you posted. The transfer is scheduled to start April 3rd. (If you accessed this site via gamemodel.com, you're at the new site!)
3/25/09 - To European users: on 2/21/09 I released a version of TTop that increased the accuracy of the grid position by one decimal point. In order to prevent converting old files, I built an artifical floating point string for output using a '.' as a decimal. This created problems for European users, who use a comma for that purpose. The end result was grid positions that would increase by a factor of ten every time the map was loaded and an error when the grid slider adjust form was opened. The newest version of TTop (3/25/09) attempts to repair this problem and should prevent it in the future. Sorry for the inconvenience!
I can't legally charge for TTopRPG, nor was I planning to do so. But if you feel so inclined and have been happy with TTop, if you'd like to donate any amount to PayPal account cyack@gamemodel.com, I would be humbly appreciative. Thank you.
-
Want to see TTopRPG, online DnD, and 4e in action? A two-hour long fight starts
with this
youtube video (Videos will play in sequence).
- I've
recorded a second 4e fight, 1 hour long. It starts here.
- Here
is a Pathfinder RPG fight in 16th level Savage Tide. 1 hour, 50 minutes. Play!
(Savage Tide players stay out!)
- The
4e party's demise is final! 2 hour massacre here.
- My first
4e L30 epic fight (1 hour, 40 minutes): The
Tarrasque (it got stomped by only 3 PCs).
TTopRPG is a free virtual tabletop that can be used to play various RPG's online using a PC with XP or Vista (or a Mac running a Windows emulator - 2 button mouse HIGHLY recommended). I recently heard it also runs well on Windows 7.
I designed it around the minimal utilities I considered necessary to run an RPG game. It isn't yet in an officially released form, as I continue to tweak, rearrange and add new functions as I find them necessary. I primarily use it to run DnD 3.5 games. It can also run 4e games and supports most nWoD die rolls (although other aspects of the nWoD system are not supported). As of last estimation, it seems to have 50 or so users, some worldwide.
Here's
what the running application looks like from the DM's side. This screenshot
uses the map from Paizo's
free GameMastery module D0 - Hollow's
Last hope. The PC portraits are the iconics they featured in their first
Pathfinder Adventure Path, Rise
of the Runelords.
(Click for larger image)
The quick instructions: Download and run the two required updates below. Then, a little farther down, you'll find a zip file to extract into its own folder.
TTopRPG 2.0 runs using the .NET 3.5 framework and was developed using Visual C++ 2008 Express Edition. It's expected to run on Windows XP SP2 and Vista (no support for Windows 2000 at this time, even SP4). Currently, it uses GDI+ to render its images, but I'll be updating eventually to OpenGL or DirectX.
Don't have Service Pack 2 for Windows XP? Get it here.
It is apparently also possible to get this application working on Mac OS X 10.5.4 using the Parallels virtual Windows environment. I haven't seen this myself, but the user said it works well. So, bonus! However, one user reported that ctrl key and right hold functions don't work (such as ctrl selecting multiple icons and right pressing to erase sketches). So I highly recommend you get a 2-button mouse for your system if one is available (although I don't know if you can disable the system's capture of the ctrl key for second mouse button use).
Note: TTop also works with VMWare on a Mac. To host, you may need to set the network between the Mac OS and Windows OS to 'bridged' instead of using NAT.
Caution: I've had one report of an XP machine that still failed to run my app even after running the 2008 Redist and .NET 3.5 installs. I have also read reports of other machines having more severe problems attempting to install the packages. I assume these circumstances are rare, but I thought it only fair to warn you. As with anything, installing these are at your own risk. But they should be reasonably safe, since Microsoft provides them with the intent to update XP and Vista.
To run the program, you'll need to update your machine to run .NET 3.5 as well as acquire the VS 2008 distributable package:
NOTE: These are now Service Pack 1 versions. If you already installed the older versions, you may not need these, as I have tested the new application with the old versions of these updates and the program still ran fine. However, if you encounter strange behavior, you may want to go ahead and install these.
Visual C++ 2008 Redistributable SP1 Package (required) - usually installs quickly
.NET 3.5 framework SP1 (required) - This can be a longer install - 52 MB download plus up to ~25 minutes of update time with a reboot, depending on the overall speed of your PC/laptop. I recommend you close all other apps while it installs (possibly including AIM), since it may pause during the install and ask you to do so anyway. It starts as a small EXE that you execute, which then connects with another server to download the necessary files. One user from Mexico reported that this application repeatedly failed to connect to the download server, preventing him from updating. I will report a workaround here when one is found.
As of a latest test, the required packages to run TTop will NOT install on Windows 2000, even SP4. The user I spoke with couldn't get the VC install or even .NET 2.0 SP1 installed after updating to Windows 2000 SP4.
After you get the required packages installed, you may want to run Windows Update and grab any latest files your machine might need as a result of installing these packages.
When you're finished updating, you just need the single TTopRPG 2.0 EXE to run the program. Make a folder for it, put it inside, and you're set to go.
Here's the app: TTopRPG.zip (200KB) (v 0.99.033 in zip - use TTopLaunch 1.03 in zip to retrieve latest version from now on - latest is 0.99.099)
NOTE: This zip file includes a TTopLaunch.exe. Use this application to launch TTopRPG. It can check for an update and run TTopRPG. If you create a shortcut for it, make sure its starting directory is the same directory where TTopRPG.exe is located. If you get an index error when Checking for Updates, remove any version.txt and and version_old.txt files in your folder, and try again (for some reason one of my test folders had a blank version_old.txt file that was causing problems).
Just unzip it into an empty folder and run it from there (or create a shortcut for it, just make sure its starting directory is the one you unzipped the file to, since all the campaigns and graphics will be stored there). I DO NOT recommend running it from inside the ZIP file. The program will work, but the files downloaded from the host will end up in a temp folder somewhere, and it's unlikely that running it again from the ZIP file will allow you access to those files, so everything will be downloaded again. Extract it to its own folder!
If you are running under Vista, you may need to make sure you run these programs as an Administrator. TTopLaunch failed to download the update for one user until he did so.
WHEN UPDATING AN EXISTING EXE: Usually all you need to do is make sure the new EXE from the zip file overwrites the older EXE in your folder (TTopLaunch now does this automatically). If you are concerned about possible data loss, then I recommend you zip up the ENTIRE folder (campaigns, portraits, old EXE and all) before attempting the update. That way, if something goes wrong, you'll have all of your old data and old version of the program. I usually try to load old campaigns with my latest version to make sure it doesn't mess anything up. But I can't be held responsible for user error, and using TTop is at your own risk.
Here is a sample campaign that illustrates the basic ideas behind setting up a campaign: Sample 1. Unzip this into the campaigns folder of the TTopRPG folder (you may have to run TTopRPG once to generate the campaigns folder). The Sample 1 Details.pdf file contains the details of the campaign itself. You should have the latest version of TTop before loading this campaign.
No portrait or map graphics are provided with the application. Eventually I will provide some sample graphics (free to use, since they are mine) and a campaign that will help to introduce you to the app's functions.
NOTE: For testing purposes, you can run a single host and single client using the same exe. But DO NOT run two hosts or two clients from the same folder, or file conflicts will occur and one app will likely bomb out!
If the program fails to run at all, the problem could be a number of possibilities:
- If you get an error saying the application failed to start because its configuration is incorrect, then it's likely you still need to properly install both the VC 2008 Redistributable package and .NET 3.5. See above.
- If the application simply refuses to run with an exception error, there is another problem that at this point is beyond my control. I've run into this problem a couple of times on some machines and I believe I've fixed the problem. Recent experimentation has revealed that it is related to some machines immediately calling the SizeChanged routine for the main form once it is initialized with all its controls. The SizeChanged routine adjusts all the controls as the form resizes, including an override for the chat entry control to allow up/down recall of what you type. This control isn't there yet when these machines call SizeChanged immediately, so the application would crash.
- I recently upgraded my 2008 Express development environment to Service Pack 1. I tested the newly compiled application on a machine with the original VC++ 2008 and .NET 3.5 framework, and everything appeared to work fine. However, if you get odd behavior, you may need to grab the SP1's. The new VC Redistributable and .NET 3.5 SP1 downloads are above.
If you Host but no one can connect:
- The application exclusively uses port 26010. Make sure you are allowing that port through your firewall. The application also exclusively uses TCP, but you may want to enable both TCP and UDP through the port, just in case.
- Your anti-virus software may also be blocking ports. Kapersky prevented this app from hosting during some testing. Try disabling your anti-virus software or configuring it to allow port 26010 TCP/UDP.
- Visit http://www.whatismyip.com/ to see the IP address for your machine. Provide this address to the players to use as the connection address.
I wrote up a more detailed discussion about Connection Problems at TTopForums.
- Separate network "channels" for file downloads and game events. This means that while your client is requesting graphic files from the host, you can still chat, roll dice, move figures and play the game. High-speed internet users won't see much of a gain, but those still on dialup won't have to wait for a long map download to see game events taking place.
- Add figure portraits and maps while you play! The application supports BMP, JPG, PNG and GIF graphics for now. Small graphic files are preferred for all the figures. Maps are expected to occasionally be large. Clients receive new PC portraits in their selection screen as you add them! Extensive use of PNG and BMP files will require longer downloading. JPG recommended mostly.
- Uses GDI+ to render graphics. For now, no special 3D card requirements are necessary to play, although slower machines with slower graphics cards may notice some slowdown, especially on very large maps.
- Displays PC portraits along the bottom row of the graphics area, showing current and total hitpoints as well as indicators for nonlethal damage and temporary hit hoints, and health status (color). Mousing over figures on the map itself also shows health status without revealing hit points on creatures.
- Move figures around the playfield to show their position to other players.
- Integrated dice roller ("/roll 5d8+5+2d6", etc. for usual dice rolling, "/wr, /wr8, /wr9, /wrx n" for nWoD). Macro buttons supporting multiple commands can also be set up.
- Additional indicators like a movement path or ruler with a distance value (supports x2 difficult terrain movement), attack arrow, markers, and spell effect areas help provide vital information for the game.
- Host can hide or reveal any part of the map using a path tracer that allows any size or shape (up to a certain complexity, more than enough for what you need).
- Clients keep a binary archive of downloaded files for each campaign so they won't have to request the files the next time they connect!
- Optional 5' square grid system that is adjustable while everyone is connected.
- Figures track name, armor class, speed, hit points (and temporary), damage (and nonlethal), initiative modifier, visibility, and graphic for the figure's appearance.
- Sketch mode for drawing lines on a blank map. This allows setting up on the fly maps in case you don't have a particular map graphic ready.
- A combat tracker allows you to advance the turn automatically. It reports a new round and expired spell effects which you can add. It allows you to set the status of a figure to normal, readied, delaying or out of combat (automatically skipped). It also allows a figure to be set to go just before the current figure (to trigger a readied action) or to go after the current one (to stop delaying). You can also move figures in the combat order as you wish, but setting a particular icon as the current one without treating it as a triggered action or ended delay is not supported. Icons are displayed along the top of the map to show initiative order.
- Icons now have "feature" and "locked" options, allowing you to put dressing on maps at the floor level.
- Icons now update 4 times a second on other machines when being dragged. A dragged distance path persists on the dragged icon for 4 seconds.
- Table lookup now supported. Here's a sample table. Place it in the scripts folder (run the program once to see it) and call with /table "Confusion 3.5" d100 (macro also supported). A hosted session will use the host's files only.
- (Advanced) Lighting! As the DM, you define the surfaces that generate shadow or darkness. You can also assign icons to possess darkvision, low-light or both. Highlighting the icon causes the scene to light the way that icon would see it (lighting only, not line of sight). Light sources can be attached to icons so that lighting adjusts as icons are moved. Many surfaces with several lights can have a slow frame rate, so slow machines will run best with shadowy ambience (less to render) instead of darkness ambience. Setting ambience to full light disables lighting. Here are a couple sample pics. And what it looks like to define the surfaces. Here is a youtube video showing how lighting looks live. New feature allows you to define shadow walls as areas of darkness so that you can have areas requiring lighting when the rest of the map is in full daylight or shadowy, such as a cave on the same map as a town.
- Proxy hosting - for those GMs who have trouble allowing others to connect to them (due to being behind a difficult firewall or complex network), I've added the ability for a player to serve as the session host. This way, someone in your group who provides easy access to their connection can host while you GM through a client connection. Communication in some cases will be noticably slower, but it works.
- Map Builder! Similiar to MapTool's shape drawing functions, this allows you to make colored and textures maps either before or during play. Sketching is still a viable way of creating maps on a blank sheet when you don't have a nice jpg available, but Map Builder gives you the opportunity to make these maps with a little more presentability. You will need your own textures and PNG images if you want pretty maps. I recommend textures and PNG images that look good at 50 pixels per 5' or so. Try to avoid using huge graphic objects, especially if you plan to place a lot of them. Here's a sample result. One Dec. 20, 2008, I mentioned I might add this feature, but I didn't promise when. On Jan. 7, 2009, I released it. That's how I roll.
- Visual Aids - allows you to show text or graphic visuals to players in a separate draggable and resizable form. Multiple visual aids can be open at a time. When you first send a visual aid to a player, it appears as a button at the bottom of the screen. Clicking the button opens the visual aid. Later, the player can open it again from a list in the lower left corner of the map. If you send a visual aid to a specific player, it forces an alert on that aid, and will remember to send it to that player again if they reconnect during the current session. Only visuals made public will automatically be sent to players when they connect in later sessions. On the GM's machine, visual aids are separated by folders in the upper box. Players only see visual aids names in their list.
- Player chat channels - this is a new addition. Type /join channelname to create a channel. Others can join it by typing the same. Typing /leave inside a channel leaves it. All text from public channels are logged in public_channelname files, even if you aren't joined (this only works if you are connected when the channel is created by anyone, or after you join it). This is currently in beta and was only added as a player request.
TTopRPG was designed around what I wanted in a tabletop emulator. Hit point statuses of creatures are available at a glance, and combat tracking is fairly complete. An older version of this application was used to track the combat involving the defense of a keep. The fight lasted 30 rounds in total, and the application handled it very well. The same combat was attempted using this latest version, and despite one strange lockup which the application fully recovered from (allowing everyone to reconnect and continue), it ran fine. As you conduct your campaign, you'll still be required to have your own mastery of all the participants and spells, since the application won't handle all of the deeper details for you (resistances, damage resistance, spell results, etc.).
That said, using the emulator will make it clear that it is very geared towards combat, and there may be a degree of pulling people out of the roleplaying as the emulator keeps combat variables very visible. So far, my players haven't noticed a real problem with this, so it really depends on the users.
Other notes
Sharing your campaign with others
If you want to share your campaign with others, you usually just need to zip up the folder with the campaign's name, and have others unzip it into their campaign folder. This of course assumes that they don't have any campaigns by that name already. A couple of important notes about this, however:
- Even though all campaign specific monster graphics and macros are stored inside the campaign's folder, the common Character and Monster portraits and saved Character macros are not. So, if you plan to share a campaign with others, make sure you are using only campaign specific monster graphics for all your icons (using the portrait manager, Copy all the common portrait graphics you used on icons into the Campaign Monster list, and assign all of the icons in the campaign to use those instead). You could send the other users your portraits folder as well to make this easier, but this will overwrite the index files in their portraits folder, causing them to in effect lose their common portrait library!!
- In order to share Character macros, you're probably best off just loading those into the Character slots on the macro control in the program, then saving the campaign. That way the PC macros will load when the other user opens the campaign.
- If you've tested the campaign by Hosting and Connecting to it from the same folder, you'll have archive.idx and archive.bin files in the campaign folder. Delete these before you zip it up.
- Older versions of TTop will refuse to load campaigns saved with a newer version. TTop will tell you what version you need (that version or later) if this happens.
If you are setting up a campaign and you plan to use it multiple times, here's how you can re-use it:
- After you get the campaign ready to run, Export it. It will create an Exported campaign with the same name (you can make modifications and export it again later to overwrite the earlier Export, but don't do this if you have started your actual campaign!)
- Every new campaign you want to use it for, create the new campaign from the Export
OR
- Set up the campaign for running, but just save it off
- Every new campaign you want to use it for, create the new campaign off from the existing one (Copy Campaign)
Sadly, if you've set up a campaign and have started using it in an actual session, there is no way to restore it to its original form, short of going through every map and changing everything back.
I've tested TTopRPG 2.0 with my own secondary dial-up connection, and it seems to work fine. However, there seems to be a repeated timing out problem, but I've added some wake-up messages that help jiggle the connection when it happens. Usually, the connection recovers during the second timeout.
A typical 1 meg-size map with all relevant data usually arrives to dial-up users in about 5 minutes with a decent 50k connection. Most maps are smaller than that.
I do NOT recommend that dial-up users host with a large jpeg map. You have to send that map data down to all users, and that would take a while on a dial-up hosting connection! Sketch maps should be fine. And make sure your icon graphics are decently sized (no larger than 10k each or so).
Current bugs
- Some machines exhibit inadequate region rendering, meaning the fog of war (occlusions) can appear corrupted. This is being looked into.
Coming soon
- Sketch erasing splices line segments instead of only dealing with points (so far dealing with only points has been enough)
- If you set an icon's total hit points to zero, it will appear as a normal object with no hit point status when highlighted. This works well for showing NPCs, pit traps or corpses when you don't plan to track any damage to them.
- Making an icon invisible is the best way to hide it from the players. Players would still be able to highlight a visible icon that is completely hidden in an unrevealed part of the map. Also, if your intent is to show an icon moving out of the visible battlefield into a hidden area, trace the visible path out of combat, but don't automatically move the icon there. Instead, make the icon invisible, then drag it to the end of the path. This way the players know the icon has left the area, but they can't tell where it went by highlighting.
- Hold SHIFT to show the hp status of all visible icons (host or player)
- If you are hosting and want to conceal an icon's drag path while moving it, hold SHIFT.
- Invisible icon drag paths will not be visible to players (even if you make the icon visible while the last dragged path is still there), nor will plotted paths started on an invisible icon. When the path is partially transparent, it's invisible to players.
- There are
a number of keyboard hotkeys on the map:
- When
nothing is highlighted:
- A places an attack arrow
- M places a marker
- P or S begins a path plot
- R starts Reveal Mode (host only)
- H starts Hide Mode (host only)
- When
laying an attack arrow:
- Esc will cancel it, as will right clicking
- When
an icon is highlighted:
- Double-click will modify it
- Enter will modify it
- A will place an attack arrow beginning on the icon
- P will begin a path plot with the icon highlighted (see below)
- I rolls initiative
- F will find it (as a player, you can highlight a PC portrait and hit F - it will find your icon on the map as long as it's visible)
- Delete or R will remove it (host only)
- V will toggle its visibility (host only)
- H will heal it (host only)
- D will damage it (host only)
- E will access its Effects list (host only)
- When
a marker is highlighted:
- Delete will remove it
- When
in plot path mode:
- S starts over
- Esc or C cancels
- Backspace or B backs up one segment
- Enter, P or D finishes the plot
- When an icon was highlighted at the beginning, M, space, Z or X will finish the plot and move the icon to the end
- Holding shift will cause the next segment to represent difficult x2 terrain (purple)
- In Reveal
or Hide mode (host only):
- R and H will switch modes
- D, Enter or Esc will leave Reveal/Hide mode and return to normal
- When
an infobox is highlighted (host only):
- Enter will modify it
- Double-click will modify it
- When
a spell effect is highlighted (host only):
- Enter will modify it
- Double click will modify it
- Delete will remove it
- V will toggle its visibility
- While
drawing out a region to reveal or hide (host only):
- Right Click will cancel the draw (in case you make a mistake while drawing it out)
- When
nothing is highlighted:
- v 0.99.099 Lighting presets added to Add Light menu (torch, candle, etc.), new Setting counts squares in Path Plot instead of accumulating 5 feet increments, supports clearing of text in chat by right click menu or /clear command
- v 0.99.098
- (1/30/10) When a visual aid is forced new or active from the host alert
text will appear in the chat area, and counting square algorithm changed
for difficult terrain - Since normal movement diagonally is 5 10 5 10, x2
and x4 movement is now 10 20 10 20 and 20 40 20 40 respectively instead
of 15 15 15 15 and 30 30 30 30.
- v 0.99.097
Now displays helper name above chat entry only when in character, Supports
more open visual aid descriptions (up to 800 characters and carriage returns
allowed)
- v 0.99.096 Gives InfoBox dialog focus more aggressively when it opens, While plotting shadow wall and plot shape hitting BackSpace removes last point, Plot shape and shadow wall plot show points remaining (200 max for shadow wall, 500 max for shape), Plot shapes can now be finished with Esc C Space and Enter, Shadow wall plots can now also be finished with Space, Fixed invalid packet problem with very large circular area effect with very large inner size, Fixed chat font size - now resizes chat entry area again, You may now remove a macro variable from tabs
- v 0.99.095
(11/8/09) Fixed bug causing chat to lose focus if someone updated a macro
in your currently selected tab, Added network keepalive debugging to settings
(for me), Info boxes now contain GM and player content. GM content remains
private. The symbol is coded for content - white box for player, red i for
GM, and
Bug causing invalid packets on Campaign name = 32 chars fixed
- v 0.99.094 (11/1/09) - TTopRPG now also polls ttoprpg2.com for the latest TTopLaunch when downloading via the Resources menu. TTopLaunch 1.03 now polls ttoprpg2.com for TTopRPG updates. This provides two places for TTopLaunch to grab updates and should reduce the chances of halted games due to downed servers.
- v 0.99.093 - (10/31/09) Fixed bug revealing Combat and Start Combat buttons when toggling fullscreen as a player, Added support for character and monster specific variables that affect macros (use [!varname=default] in the macros or chat commands) - back up your campaigns!!, Inner size of circular area of effects supported (auras) - can attach area effects to icons now too, Tooltip text no longer shows when highlighting icons but still shows when highlighting init list and portraits. Tooltip text also hows on icon for first plot point.
- v 0.99.092
- (10/22/09) ctrl-A in chat selects everything in the chat entry for quick
delete or copy, ctrl-L on map locks PC icons (also in Settings)
- v 0.99.091 - (10/17/09) Players that disconnect and reconnect will be given back the channel tabs they had visible (host tracks which tabs you joined and left), Players now get an I'm Done button in combat that they can click when their turn is finished (it doesn't advance anything, just tells the GM you are done), Right click menus available on channel tabs (leave, invite), Player list highlights player names according to who is joined on the current channel tab (Main always highlights all)
- v 0.99.090
- (10/11/09) You can now toggle the shape indicators in MapBuilder with
the Z key, Corrected bug showing an X on an icon with zero hitpoints no
damage and dead HP = 0, Ctrl-O in chat entry toggles OOC switch, /invite
playerName now works to pull players into a channel (invite message appears
in the channel as well)
- v 0.99.089
(9/30/09) Added font size feature to chat area (right click to access),
Creatures that die at 0 hp will now show an X on the icon at 0 hp, F11 now
toggles fullscreen map view (mostly)
- v 0.99.088 (9/7/09) Minor sound support added (.wav only for now. Keep them small. They play at FULL VOLUME so help your players set their volume, and find a free .wav converter - see announcements).
- v 0.99.087
(9/5/09) Public GM rolls and visible monster stats now supported in Settings.
Sound interface being worked on.
- v 0.99.086
(8/29/09) Allows setting of dead HP to support PFRPG, Option to allow shadowed
non-ambient light sources to illuminate each other to support PFRPG (warning
- it's SLOW!), Added suggestions for files to use for graphics since new
users seem to prefer BMPs which are too dang big
- v 0.99.085 (8/5/09) Exception handling added for bad image files (if you try to set up a bad image file, the file is now refused instead of crashing. And if a bad image file somehow gets into the system during a session, the TTop intercepts it and refuses to load it, leaving it blank).
- v 0.99.084 (8/1/09) Bug adding New PC tabs fixed - buttons now disappear again as they should
- v 0.99.083
(8/1/09) Occlusion default color moved to top of selection, Macro quick
folder change added (right click macro), Move all macros to other folder
added, Move macro folder left and right added
- v 0.99.082 (7/31/09) MapBuilder freehand bug fixed.
- v 0.99.081
(7/30/09) PC checkbox cleared when placing and pasting new icons to avoid
monsters showing up accidentally in PC portraits, Occlusion color supported
(white, gray, black, linen, almond), Macro sub-folders now supported (additional
functionality like arranging folders, one-click button move to another folder,
and moving entire folders to another to follow)
- v 0.99.080
(7/25/09) Right click menu options now available for Light wall indicators
(V only), Right click copy/paste menus available for Lighting (lights only)
and MapBuilder (Images, Ellipses and Boxes only), MapBuilder Copy message
reflects what was copied, Reveal/Hide functionality now has a panel with
Freehand/Box Reveal/Hide/Explored and Done buttons (still need to right
click to Reset), You may now copy/paste shadow walls (helpful when you have
to set up lots of pillars, etc.) and move an entire wall with the SHIFT
key
- v 0.99.079
- (7/18/09) Corrected note about GM phrase die rolls not being private (they
are now), Show disabled menu item (in combat) Move Counter->Set This
Icon as Current Combatant to make options more clear, x4 path movement now
supported (Alt or SHIFT = x2, both = x4), Added port number to hosting message
and proxy hosting clarified (GM must connect first), Added visibility options
to right click menu to make it clearer that V also works on lights and effects,
Added copy/paste options to main map menu (MapBuilder to follow)
- v 0.99.078
- (7/9/09) Bug with colored macro buttons on "classic" interface
fixed (colors would affect buttons in same position in other tabs), Added
option to move combat counter back one
- v 0.99.077
- (6/25/09) Fixed bug with tells (content was being chopped or repeated),
all GM rolls including any phrases with die rolls show up as '<name>
rolls dice...' again - whispers however will show rolls
- v 0.99.076
- (6/24/09) Added Always Show Name to complex macros so that text-only macros
still show their name in chat when they are clicked, Warning on Load and
New campaign removing the sample macro tabs (some users might create macros
then create or load a campaign, losing the macros), Modified /help list
slightly, Complex macro validation bug fixed (allowed you to empty complex
Operation and click OK without an error)
- v 0.99.075
- (6/21/09) .99.075 Cleaned up some potential reference bugs with macros
(rt click menu operations could apply for removed macros or characters if
removed before menu clicked), Complex macros now supported (multi-line,
labelling options, folders can be entered but don't display yet), Dice rolls
now appear in the current channel (/join), Whispers now appear in all channels
(does not cause * to appear on tab names), Supports parameters in chat lines
- [?varname=Def] asks for varname and defaults to Def if you just hit ENTER,
Fixed potentially disastrous memory leak (now reuses buttons in macro list
rather than wiping them and making new ones when a different tab is clicked)
- v 0.99.074
- (6/18/09) Additional highlighting added for highlighted (optional) and
ctrl-selected icons, recurring [b] and [i] in chat text no longer cancels
the other mode (bug), simple OpenRPG style chat rolls now supported ("Grunk
hits AC [1d20+5] for [2d6+7] damage") - also now supports whispered
rolls "/w GM Fort save [1d20+8]" - NOTE: these are NOT private
rolls for the GM - does not yet support parameter variables or quiet mode
as with OpenRPG. Macros only support 32 charactes for now. Macro functions
will be expanded in the future.
- v 0.99.073 (6/6/09) Links to download page and TTopForums added to Resources menu, Now supports downloading of newer TTopLaunch
- v 0.99.072 (6/6/09) Added some colored highlighting to MapBuilder to help notice when larger objects are selected, Save Campaign question made more verbose (makes it clear you'll lose map changes if you select No), Link to TTopForums in startup message
- v 0.99.071 (4/29/09) Added some graphics to right click menus for a little clarity (save, load, delete, modify), Visual aid description text with carriage returns corrected if pasted
- v 0.99.070 (4/22/09) Resizing bug with subchannels fixed (More and scrolling to end now happens when it should), Fixed invalidate packet bug in notices of associated tabs (MSG_NOTICE messages), Blanking out TempHP in the icon form no longer causes an error (bug), Recent attempts at optimizations kept macro tabs from appearing when first one was added (on Load or New) - this has been fixed
- v 0.99.069 (4/19/09) Now makes lunch for David, Temp files are no longer used - memory streams have taken their place, Player chat channels now available in beta form (just /join and /leave commands available, channel contents are also logged)
- v 0.99.068 (4/11/09) Added session host/player connect section text to html logs to match txt files, If a die roll is not random (/roll 20 or /roll 1d1+19) places *Not Random* at the end, Carriage returns removed from text pasted into chat
- v 0.99.067 (4/10/09) Macro button redraw routine now only called when needed (when a change occurs in the currently selected tab list), New and loaded tabs automatically selected (GM only), An icon's darkvision is deactivated while rotating its arc light source, R key added as way to Remove markers and area effects (since Delete key on Mac isn't properly captured), Clicking Cancel on Settings form no longer restores old values for players (bug), In proxy session GM machine now prioritizes initial messages to server to prevent player name loss in list, Campaign logging now also writes to an html file to capture colors (does not capture bold or italics yet), Hotkeys and extra menu options for removing area effects and markers added to right click menu, Players now have an indicator next to their names while using the pathing tool (forcibly cleared on new map), More bug squashing in timing and method of proxy disconnects (player server and GM), Turn Undead output now formatted correctly in log files
- v 0.99.066 (4/5/09) Light rotation cleaned up a bit (start and stop with L key, doesn't send when not moving, not all messages guaranteed anymore, better form tab order, etc.), Modified lights sent from host only recalculate shadows if certain elements of light change (position, radius, type), Visual aid interface changed to a tree list with graphics (players only see a simple list)
- v 0.99.065 (4/2/09) Support for spotlights added (arc degrees 0 = circle, set light direction using L on light source or attached icon)
- v 0.99.064 (4/2/09) Small bug with button list resizing fixed (when at the bottom of a long list and gain another column, scroll bar value wasn't adjusted correctly), In MapBuilder selectfill form selected color and color history now appear as selections in custom color form, Rclick on map area now works for general Mac users (ctrl key is captured on PCs for another purpose and was interfering), SHIFT in sketch mode activates erase for Mac users (no ctrl selecting icons for you yet though!), Visual aid description no longer allows line breaks (apologies to those that put in line breaks and got errors when it loaded)
- v 0.99.063 (3/29/09) MapBuilder shapes with textures will now render as white on clients until texture downloaded, You can now resize the chat window and macro list (to a limit)
- v 0.99.062 (3/26/09) Character macros now sent down as one packet to speed up communication and help avoid timeouts with connect
- v 0.99.061 (3/26/09) Alt-click to use ruler (acts like path, lasts for 8 seconds, GM's is invisible to players)
- v 0.99.060 (3/25/09) Now sanitizes grid data input from file in case international bug from before resulted in bad data (mapGridX=100000.0, etc.), Added triggered action end delay and add round timer options to combat status quick-menu, AC and Speed info now shown under the icon to help avoid the tooltip text blocking the information underneath, Supports nWoD dice rolling (/wr /wr8 /wr9 /wrx 25 or less)
- v 0.99.059 (3/22/09) Alert visual aid buttons are now cyan - minimized visual aid buttons remain gray unless alerted again, Player placing a marker no longer causes map highlight when GM is performing operations on the map (caused unwanted highlighting), Player no longer forced to highlight map objects because of host update while placing attack arrow, dragging map, or icon, All modified visual aids will now change the active forms on player screens (previously, only "public" aids would change), Visual Aid text now allows hyperlinking
- v 0.99.058 (3/21/09) Now supports placing objects past pixel +/-3276.7 in a map without crashing on reload (but not recommended to have maps that large), Visual aids now supported - text or graphic - can be made public to all or sent to specific players during a session
- v 0.99.057
(3/19/09) Put international interpretation of . and , in place - should
display ,'s for the Euro folks in files and on screens as well - fixes grids
being off on reload
- v 0.99.056 (3/19/09) Combat indicators now appear behind icon captions, quick alias - /a "Store owner" May I help you? -> Store owner: May I help you? (GM only), quick emote - same except /aem or /ame, At long last right-clicking a macro tab selects it!, Attempting to fix a potential international problem on systems representing floats with , instead of ., Visual aids are being worked on
- v 0.99.055 (3/12/09) Right click cancel operations (adjusting map shape, attack arrow, redefine map edge) where right lift occurred outside of map area caused interruption - this has been fixed, Ok/Cancel buttons added to grid slider adjust screen for clarity, Fixed loop bug involving deletion of multiple selected icons, Lighting bug fixed (in my attempt to optimize, I left out the routine that subtracts darkness walls from close light sources. Things were fine as long as only one light source was involved. Once two came into play, the shadowed area of a light source on one wide of a wall was fully illuminated by a light on the other side of a wall, which was wrong), You may now enable/disable lights in LIGHTING mode with the V key
- v 0.99.054 (3/11/09) Icon Say changed to Icon Quote (hit Q instead of S), Hit S on icon to bring up its combat Status ("Out" only allowed on those that have rolled init), Typing /table with no params on host lists available table files, Effects of size 25' 35' 45' and 55' now supported to assist with 4e blast and burst areas, Spell effect timer terminology changed to "Round Timer" throughout program, Icons with 0 total hitpoints no longer show hitpoints under the icon when highlighted in combat, Selection rectangle now maintains its position accurately when map is zoomed around, Lighting system optimized (much improved for 4e, slight for 3.5), Clear all fields button added to icon form (place and modify single), While in combat you may now set any icon to readied or delaying - this allows a single icon in a group sharing one init roll (such as minions or mooks) to delay or ready actions and move into the init lineup easily, Pressing I on an icon that has already rolled initiative in combat allows you to adjust its init roll, Map scroll change values increased (small change is now 50 pixels, large is 400 pixels), MapBuilder quick-controls now appear behind the mouse as it moves (no more accidental control grabbing when you just want to move a shape - or less anyway), Left and right angle brackets (< >) move a highlighted shape down or up in the display order, MapBuilder quick options (drag, rotate, transparency, resize, drap point) now cancellable with a right click
- v 0.99.053 (3/7/09) May now highlight icons in init order list
- v 0.99.052
(3/6/09) Occlusion routines now cancelled with Space bar and same letter
that selected them (ex R Reveal R to end), Conditions submenu can now be
brought up on icon with C, Conditions can now be applied to multiple icons,
Three more conditions added,
Conditions now listed under icons (players can only see PC icon condition list), When grid set to thick - enforces thickness even when zoomed out, Icon outlines added for curse and quarry, May now set an icon as the current combatant in the current round (as long as it rolled initiative) - v 0.99.051 (3/4/09) Icons can now be associated with macro tabs (rclick tab to associate with icon, hit T on icon to select tab)
- v 0.99.050
(2/28/09) When remove text effect from icon populates new effect text for
quick editing, Allows changing of grid color and thickness and remembers
everyone's grid settings per map, /help clarifies partial player name and
prioritizes an exact match, Grappled added to conditions
- v 0.99.049 (2/27/09) Avoided small potential index bug with pathing (cause of problem not yet determined), Users now prevented from moving first point on icon path (hold mouse button, backspace to first point, move mouse allowed it before), 4e square darkvision light sources now correctly generate shadows at the corners, 4e lighting optimized (ran slow with sunrod illumination - 20 square radius)
- v 0.99.048 (2/26/09) When either AC or Spd is blanked on icons ??'s no longer appear in tooltip text, 4e lighting now supported (square light sources, no halos, low-light=no shadow, darkvision=all bright)
- v 0.99.047 (2/21/09) Accuracy of grid position increased by 1 decimal - points function should feel more accurate now, Fixed grid not updating on clients (remnant of not immediately saving new grid values in 99.044), Curse and Quarry implemented to support 4e, tagging arrows moved to submenu
- v 0.99.046 (2/7/09) Fixed bug where combat screen attempted to force a bad item index to be visible in the lists, Lights for map now sent to clients after all icons sent to avoid possible orphaned attached lights, Client maps cannot be drawn until all shadow walls are communicated to keep dark areas hidden, Map manager screen operation altered slightly (was possible to TAB out of the map name change blank without applying it)
- v 0.99.045 (2/5/09) Map manager added - you can remove and rename maps or replace map graphics
- v 0.99.044 - (2/2/09) Size of attack arrow head normalized (appears smaller when zoomed in and larger when zoomed out), Healing messages now journaled in text file (whoops), Ready and Delaying indicators on icons toned down (too thick), You can now redefine a blank map's edges to ease setup, Effect highlighting now rendered above lighting and occlusions, Blank map paper background now rendered as texturebrush instead of image loop (faster), Adjust grid menu selection now disabled when no map loaded, Diagonal x2 and diamond area effects added to support Saga, Map grid information saved only when campaign is saved allowing user to reload old map grid after altering it
- v 0.99.043 (1/30/09) Bug causing host graphic for PC icon to be blanked when campaign monster graphic set and player modifies icon's name only fixed, Delayed sockets now supported which should reduce lockups with shaky connections, Bugs involving proxy host disconn/reconnect fixed, Timing of RemovePlayer message changed so that it will always arrive after the AddPlayer message for that player, Plot path sketches and occlusions now stored and communicated in point array instead of delimited string (NOTE: Due to the array change, some very large occlusions and sketches may be truncated when loading map saved with version prior to .043 - warnings will appear
- v 0.99.042 (1/23/09) Icon right-click combat menu altered slightly to match Getting Started page
- v 0.99.041 (1/20/09) Name appears above entry text as OOC reminder, OOC button updated when tab renamed (long never known bug), Heal screen now has option for healing non-lethal only (hit space bar) for regenerating non-lethal damage only
- v 0.99.040 (1/17/09) Lighting off option added to ambient selections, Defined darkness areas do not render if their bounds lie outside the visible picture frame
- v 0.99.039 (1/17/09) Small bug causing first marker drawn to appear with thinner border fixed, Shapes made more transparent when rotating and dragging, Continuing a plot shape brings the shape to the front for easier viewing, Lingering path on single icon while being dragged as part of a group fixed, Lighting now supports defining shadow walls as areas of darkness, shadow or diminished - Lights can also be defined as equal to ambience or diminished ambience. This allows you to place darkened areas in areas of ambient illumination and simulate the darker areas being illuminated by the brighter ambience. One example is a town in daylight with a cave in the corner. In daylight, the entrance of the cave would be lit by the outside; Bug causing shadow overlap in shadow walls where an early segment crossed 0 degrees fixed
- v 0.99.038 (1/10/09) Maximum number of points enforced on plotted shapes during insert, Current color or texture selection reflected when color/texture selection form opens, Mouse clicking away from rclick menu no longer places a shape in Draw Shapes mode, Axes shown when placing moving and rotating rectangle and ellipse shape
- v 0.99.037 (1/7/09) Bug causing plotting shape to add to a different shape after accidentally highlighting endpoint fixed, Changed nomenclature on some forms ("stamps" changed to "images"), Color history now appended to only when color is selected (previously added color to history even when texture was selected)
- v 0.99.036 (1/7/09) Map Builder going into place (more features coming soon after Beta testing), Maximum length of sketch lines shortened for network compatibility, Right click bug fixed (right down then highlight different object and lift - treated as other object selected)
- v 0.99.035 (1/4/09) Fixed bug where client's revealed-explored switches were reversed causing opposite effect, Bug preventing a double-clicked locked feature icon from being modified has been fixed
- v 0.99.034 (1/2/09) Indicators and infoboxes no longer appear in player view on host machine (host only). Map Builder coming soon
- v 0.99.033 (12/26/08) Bug allowing player to select monster macros when no tabs are loaded has been fixed, X's on icons further adjusted for icon size and negative hp X now also determined by map size, Rclick tab name selection list now alphabetized, Optional indicators for lighting walls that allow quick-key enable/disable, Some mouse highlighting cleanup
- v 0.99.032 (12/19/08) Spell effects thinned for GM (solid effect no longer blocks all view), Small display bug in /fps echo fixed, R-clicking character/monster tab strip now lists all entries at lower end of context menu for faster selection with large list, Removing a macro tab now selects the previous tab instead of always selecting the first one, Icon "Say" ability (no speech bubbles yet, but /me and /em supported)
- v 0.99.031 (12/10/08) Fixed minor artifacting in lighting by storing calculated shadow path points as floats instead of ints, When start a server provides link to whatismyip site, Added /fps benchmark test and request from GM, Infobox highlighting now properly cleared when PC portrait highlighted, Lights can no longer be highlighted when plotting shadow walls, Double click behavior improved (no longer does a second drag on objects), Recalculate all lights when adjust map grid (points or sliders) - same for clients receiving new map grid information, Player ability to render map during map download disabled from GM machine until first command to draw map sent
- v 0.99.030 (12/4/08) When highlight attached light source, activates that icon's vision type (GM only), In a proxy session GM can now see packet travel to session host and other clients, Bug where new tab name didn't appear in OOC button on Load or New as a client has been fixed, Proxy host kept access to some GM-only controls - this has been fixed.
- v 0.99.029 (12/4/08) Apparence of markers increased and placed above occlusions, Optimized lighting (long wall sections with few segments are still better than many small walls), Dragging icons no longer forces redraws on other machines which helps slow machines keep up, Dying added to Conditions, Temporary caption added to markers for easy notification, Shadow wall vertex dragging deletion and insertion, Spiral bug in shadow walls averted, Some hotkeys added to light and wall operations, Proxy hosting - allows a player to host a session (The proxy player will have boot rights and can watch packet travel rates, but otherwise has no control over the session), Removed * as emote command (/me and /em still available), When drag attached light drag icon instead
- v 0.99.028 (11/29/08) Open Campaign Folder (only when campaign loaded, client as well), Show hp remaining under highlighted icon (host only), Explored added to Reveal and Hide occlusions (optional, usually Reveal and Hide is enough), Fixed small bug re-enabling Settings checkboxes after disconnect from Host, Lighting supported (attachable to icons, ambient lighting setting, darkvision, lowlight, etc. no shadows yet), Shadow walls also supported (not complete, no point dragging, insertion or deletion yet), Lighting + shadows with many surfaces and full lights will choke slower machines to a crawl
- v 0.99.027 (11/21/08) Advance Turn bolded in rclick menu, Helper text added to Roll Initiative message ("highlight and hit I"), Copy rclick menu in chat output, Chat no longer snaps to bottom with new text when scrolled up to read old text, More indicator when chat scrolled up
- v 0.99.026 (11/18/08) Move caret to end of command instead of highlighting it all when click Send Tell menu option, Text entry gains focus when move mouse into chat output or text entry, Table support in /scripts folder (// comment or ##;result or ##,##;result for each line - syntax /table ["]filename[.txt]["] dieRoll), Supports effects list on icons, Corrected clients snapping every time host does (should only happen when host selects Snap To Here)
- (v 0.99.025) (11/16/08) New version number not required. Context menues disabled when dragging icons infoboxes and effects, Heal message and icon reporting still take place even when the only healing is to nonlethal damage (bug fix), DeleteSketch messages remaining fields explicitly populated to prevent validation errors on client, Rclick menu on player list added (Send Tell option), Current combatant indicator thickness for small icons now adjusted for icon size to be less obtrusive , X's on icons set to a minimum thickness for easier visibility when zoomed out, Disable context menu while dragging path point (prevents index out of range error as well)
- v 0.99.025 (11/14/08) When ctrl-Ving to place more icons, now highlights the new one under the cursor, added campaign and common pic button to multiple Icon mod screen, corrected portrait names in multiple Icon mod screen, marked (4e) icons now show orange borders when not highlighted
- v 0.99.024 (11/11/08) Fixed bug with Path Move Figure when two or more users are pathing (could use other user's path to move), fixed minor visual bug when rectangle selection of icons begins (only area under disappearing tooltip would update on the first animation), feature icons no longer display hit point status or AC/Spd when highlighted (host only), when host snaps to a position, player dragging map is cancelled, further simplified non-icon attack arrow placement, portrait manager no longer bombs out on missing graphic file, improved appearance of combat screen (and corrected spell timer additions - valid init range of spell timers and combatants now -200 to 200), 4 levels of transparency on effects
- v 0.99.023 (11/8/08) Supports 4e marking (multi-icon support), when multiple players are attempting to path, each path is preserved (although still temporarily erased when other player submits a path), can hold or lift SHIFT while dragging path point to change terrain difficulty, markers now colored properly for host when maps loaded, color changes and when disconnect
- v 0.99.022 (11/6/08) Attack arrow not from an icon now requires 2 full clicks to place again, first click of plot path can highlight an icon to bind it (SHIFT prevents), first plot point on icon sent to other machines, all forms of pathing (plot, drag) now count squares instead of showing accurate distance, supports 4e as well
- v 0.99.021 (11/6/08) Host now sends markers in bulk to new joiners instead of one at a time, when objects are deleted next object underneath will be highlighted, F key now finds icon (highlight portrait, hit F to find your icon), you may no longer highlight markers that are not yours (host can still highlight all), new icons will cause highlight if they are under your mouse, Ctrl and shift operation cleanup, fixed small bug with coordinate snapping to grid with large icons (were being placed wrong and drag path would appear after modifying the size), improved appearance of plotted path distance, improved captions slightly, portrait mgr supports managing any campaign portrait, even while hosting, now validates large multi-packets as well, mode indicator (path/reveal/hide), path plot menu no longer permanently shows ", Move Figure"
- v 0.99.020 (11/3/08) Fixed infoBox close window ordering problem (only happens when I run it with VS 2008 up), fixed minor difficulty with ctrl key being held as mouse leaves chat control (control continued to believe the ctrl key was still down after it was lifted), host's response to CHAT_REQUEST changed to SendNow so the result is immediate for users suffering poor download speed, added GIFs to supported graphics to load, added portrait manager screen
- v 0.99.019 (10/28/08) Ctrl-select multiple icons for moving, visibility toggle, deletion and modification, optimized download remaining calculation on players (host only), removed repeated repair of player list (sometimes typing icon would not function, was a simpler error than I thought - this may change back), added cancel option to Save Campaign query on load map and close program to cancel the operation, ctrl-C (copy) and V (paste) work on single icons and selected icon groups (host only)
- v 0.99.018 (10/25/08) Version checking when loading a campaign (older versions of TTop can no longer load campaigns saved with a newer version)
- v 0.99.017 (10/21/08) Dragged icons now show distance in white box, further improved timing of scroll and drag redraws, syntax errors in dice rolls echo back the command with the error, icon drag paths are hidden when visibility toggles, feature icons leave no drag path, SHIFT will conceal icon path when dragging (host only), fixed minor bug with spell duration timers, chat messages now logged in .txt files in campaign folder of both host and client, made markers more apparent (added circle), fixed small exported icon selection bug
- v 0.99.016 (10/17/08) Fixed rare bug involving altering icon PC flags between maps resulting in duplicate PC icons, cleared PlaceIcon form graphics selection when load a new campaign, bad packets received and reported from clients are now saved, dragged icons leave paths behind them with player color (disappears after 4 seconds), dragged icons update 4x a second on other machines, improved timing of map redraw to help prevent client timeout on slow machines while scrolling or dragging (still a problem on large maps), host no longer echoes path requests back to requester -making pathing less confusing for dial-up clients (end of path no longer sometimes erased if click too fast), clients now notify that someone has joined
- v 0.99.015 (10/11/08) Included Feature and Locked attributes in exported icon files (oops), no more placeholder rectangle for unloaded feature graphics (makes unloaded popup maps less obtrusive), fixed icon arrangement bug introduced by feature changes
- v 0.99.014 (10/10/08) Explicitly populate playerName in normal MSG_CHAT and MSG_CHATREQUEST packets to prevent InvalidatePacket errors on clients, added feature option to icons (no outline, drawn under grid, sketches and normal icons, lockable)
- v 0.99.013 (9/26/08) Init order list now displays as a player correctly when asPC checked (when hosting). Capture all / commands for errors, #, /tell added for whispers, broadcast infoboxes in host's color, inform clients of timeouts, added some guaranteed wakeup messages and increased guaranteed re-send to 3 seconds to help dial-up clients
- v 0.99.012 (9/18/08) Fixed remaining shimmer, hopefully fixed locked map graphic resource problem (occasionally caused an interruption when you tried to load a map that you just added).
- v 0.99.011 (9/11/08) Fixed grid-snap shimmer, cleaned up mouse selection (now infobox/effect/marker/icon), adjust grid by moving two points, fixed crash that occurs on DrawArc. Changed to DrawEllipse
- v 0.99.010 (9/8/08) - optional snap icons to grid and hide monster init order from clients, fixed X and O thickness on low grid size maps, fixed extra space on in-character emotes
- v 0.99.009 (9/2/08) - allows conditions on icons outside of combat now
- v 0.99.008 (8/30/08) - fixed bug with loading character file on a client while connected
- v 0.99.007 (8/8/08) - hide all function, fixed minor artifact error on blank map, shows maps added so far on New Map screen
- v 0.99.006 (8/7/08) - supports icon and campaign exports, hyperlinks supported in chat
- v 0.99.005 (8/5/08) - turn roller, minor bug fixes on campaign create and load (no longer allows you to copy a campaign that has no index file), port switched to 26010
- v 0.99.003 (7/24/08) - added quick reply (/r), small bug fixes
- v 0.99.002 (7/20/08) - correct version number shown in wrong version message from host
- v 0.99.001 (7/19/08) - pings and dice stats
- v 0.99 (7/16/08) - sketch erasing support
- v 0.98 (7/15/08) - whisper support
- v 0.97 (7/14/08) - added password support
- v 0.96 (7/11/08) - supports sketching and creation of blank maps (no erasing yet, that's coming)
- v 0.95 (7/6/08) - supports 1 decimal of accuracy for object positions, allowing smoother placement on low res maps