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Brennall

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Posts posted by Brennall

  1. Attached is an example JSON export from Hero Designer. For those interested in how the export is constructed. It is a text file so can be edited with Notepad etc.


    In addition there is a basic Export Template for Hero Designer. It is not the final format that will be released with the Mod, but it is close. If anyone wishes to help, please use the Export temptare on 6e characters and PM me the results so I can if any characters cause problems. It should produce the JSON files like the one above, however the more people who try it and give me the results the better it will be at reading characters.

    If anyone wishes to help, I have some data entry for charts and tables requirements. If you don't mind entering data into spreadsheets to help it would appreciated. Please PM me if you wish to help

    ChargedCrusader.json JSON Full Combat Record.hde

  2. As we approaching the release of the Mod I thought breaking off a new topic focused on the Mod itself would be wise.

    Here is an update on the current benefits of the Hero System Mod for Tabletop Simulator.
     

    Import from Hero Designer
     

    Onscreen Combat Record with sections for: -

    • Primary and Secondary stats
    • Movement types
    • Distance/range finder
    • Ability to alter stats
    • Skills list
    • Maneuvers/ Martial arts list
    • Locational hits
    • Quick dice roller
    • Custom Dice Roll list with roll editor.

     

    Where possible all of the above allow the "Click to roll" Dice rolls and modifiers for: -

    • Stat rolls
    • Skill Rolls
    • To hit rolls
    • Manoeuvres
    • Normal Damage
    • Killing Damage

     

    Onscreen Combat Turn manager

    • Keeping track of turns, segments and phases for all participants.
    • Displays Speed, dexterity and future phases for all participants.
    • Allows the Gm to activate, hold and abort phases for all participants 
    • Logging all combat activities and times.
    • Can hold a full or half phase till it is activated.
    • Add or remove combatants
    • Display a visual turn track of the next 12 segments including post segment 12
    • Free floating windows for the combat manager and combat records enable players to focus on the action.
    • Gm can have up to 16 active combat records at any time.
    • Each combat record can be used to run multiple characters (mooks)


    General benefits

    • 3d environment with lighting
    • Lots of models and easy to make your own 
    • Supports “flat” figures so any digital assets in Roll20 can be moved.
    • Support for maps from any digital source
    • Hex grid in game over any map
    • Can be scaled to meet your needs
    • Pdf support so you can bring in manuals or character sheets (or just use them in the real world)

    • Voice support in game or via discord

  3. Given the work today .. I suspect we are getting very close.  I would say just around Christmas with worst case early Jan.

     

    Load time is down to 1.4 seconds per Controller (from around 3 seconds).   Interface has changed slightly, but refactoring the code has tightened performance significantly.

     

    unknown.png?width=373&height=673

     

    With another 3-4 days work I could lower it down into around 1 - 1.1 seconds per controller I think.
    The combat record now "detaches" from the controller when in use (which increases ongoing performance by reducing "onscreen" items. It can also be attached again (both options via the green top left button)
    So time estimates currently running around 36 seconds to load 26 controllers. Compared to 90 or so seconds before.
    This is all dependant on the computer being used and to some degree network/internet speed, which is why I am focusing on reducing it as much as is possible.

     

    unknown.png

     

    PM me @ScottishFox if you are interested in giving it a trial?

     

     

  4. Stress testing .. Got 20 active controllers now ... With 6 "Players" and GM .. GM has 14 controllers with loaded characters also

     

    unknown.png

     

    This view shows 4 open windows .. and the turn controller with 20 loaded and active.

     

    unknown.png

     

    This view shows the same game from the blue players perspective .. Note the blue player see's his own combat record and not the ones in use by the GM or the turn tracker.

     

    unknown.png

     

    This shows 14 active NPC's for the GM .. and all six players are active in their own sessions.

     

    unknown.png

     

    And finally the same view with some windows "minimised" .. and others fully open and operational.

     

    Things start to slow down as we add more controllers after this ... becoming challenging to use around 27 controllers.

     

  5. The white box at the end of the To Hit line can be used for modifiers such as PSL etc.

     

    Normal manoeuvres are in the Martial arts section and modify OCV and have their own white box at the end (see the haymaker section in the video). The range mod fits into that for range OCV mod also (if ticked).

     

    All of the white boxes are stable and should remember their content in a session. They can handle positive and negative numbers from -99 to 999.

     

    Hopefully that should cover what you require.

  6. One of the things happening in the Background of the Hero System for TTS I do not talk about is the logging.

    As the logging has grown during development, I have come to realise the potential value of this tool. It represents an accurate record of all dice rolls, turns, aborts, holds and other activities occuring within the game. You can see a simple version below.

    The Dice rolls (and associated skills, ocv, etc) are also recorded in an accurate time sequence for the game (including hidden rolls).
    The true value I suspect from my perspective, will be an effective reference for game write-ups. Combined with the potential to record (video or audio) online games fairly easily, it acts as a "Skeleton" of events and a source of truth for time.
    I am certain I will add the ability to add to the time log .. so you can record "Scene" information (1 line of text) quickly, or just ad-hoc gm notes.
    I also noticed the other day someone had written a Discord webhook for TTS, which enabled all chat and logs to be written live out to a discord channel (in real time). That might also be appealing.

     

    image.png.ce364383bb321e2b5dc6f6d87897c606.png

  7. Abort action now working 

    unknown.png

     

    After being attacked Nazi Soldier #3 has aborted his segment 6 action (as seen next to his name in Aborted Phases). His Next Phase is now shown as 12 (next to his name in Next Phases).  The GM clicked on the cross next to his name to abort. Once aborted that cross goes and will not return till the player has gone past his aborted phase.
    Tomorrow night is Held Phases night and one day tidy up. So should be ready to try out properly by Thursday.
    Final piece of work will be transplanting all the Controllers (Player, NPC and Master) out of the Development game and over into the real Hero System Mod.

     

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