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Perfect Vision is not going to be updated for Foundry V11 #334

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gabrielarantest opened this issue May 28, 2023 · 17 comments
Open

Perfect Vision is not going to be updated for Foundry V11 #334

gabrielarantest opened this issue May 28, 2023 · 17 comments

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@gabrielarantest
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Description

If possible please kindly update this module to be compatible to version 11 of Foundry VTT.

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@gabrielarantest gabrielarantest added the enhancement New feature or request label May 28, 2023
@dev7355608
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Due to internal changes of Foundry in V11 Perfect Vision's lighting enhancements have been become increasingly difficult to support, which relied heavily on patching the private API. Therefore Perfect Vision is not going to be updated for V11. This is the end of Lighting Drawings unfortunately. For now at least.

That doesn't mean though that all of Perfect Vision's features are dead. GM Vision lives on in the GM Vision module, which provides an even better version of GM Vision. Vision Limitation is going to be its own module, which I'll be able release this weekend hopefully.

I hope that the discontinuation of the Lighting Drawings isn't preventing anyone from updating to V11.

@esheyw
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esheyw commented Jun 8, 2023

This is the worst v11 news I've heard yet 😢

@unnamed-gw
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Are there plans on the Daylight/Darkness color and Global Illumination configuration features in V11? Really loved using those :(. Not sure if those fall under what you mentioned prior.

@GambetTV
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TBH knowing this module won't be updated to v11 definitely gives me pause about whether or not I should update to v11 myself. I've got probably 30ish maps I've used Lighting Drawings on. That said, prior to this module I basically just dropped light sources all around the map to simulate outdoor lighting that wouldn't reach indoors. It certainly is clunky and not nearly as ideal as what this module is capable of, but I'll survive.

One thing I'd love to get a replacement module for, if at all possible, is for the "Reveal Fog of War" setting this module allowed. It's crazy to me that that setting isn't default to Foundry, and I'd largely consider this feature irreplaceable. Don't know if it's possible, but if it is and isn't too much trouble, any chance you could make something for that?

@dev7355608 dev7355608 changed the title No compatible with Foundry 11 Perfect Vision is not going to be updated for Foundry V11 Jun 23, 2023
@dev7355608 dev7355608 pinned this issue Jun 23, 2023
@dev7355608 dev7355608 removed the enhancement New feature or request label Jun 23, 2023
@dev7355608
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Are there plans on the Daylight/Darkness color and Global Illumination configuration features in V11? Really loved using those :(. Not sure if those fall under what you mentioned prior.

The Daylight/Darkness Color and extended Global Illumination configuration in the Scene config could live on. Only the lighting configuration of drawings has become too difficult to support. Vision Delimiter are also something that doesn't have to die with Perfect Vision. But I'm limited on time, so I cannot make any promises that those features will be revived. Currently I have not plan to do so.

One thing I'd love to get a replacement module for, if at all possible, is for the "Reveal Fog of War" setting this module allowed. It's crazy to me that that setting isn't default to Foundry, and I'd largely consider this feature irreplaceable. Don't know if it's possible, but if it is and isn't too much trouble, any chance you could make something for that?

If you referring to the the Reveal Fog of War option in the Scene config, then there's a replacement. This macro reveals the fog in the current scene for all users. It is safe to use while other users are connected and doesn't require a reload in V11, which wasn't the case in V10.

const scene = canvas.scene;
await scene.update({ fogExploration: false });
for (const user of game.users) {
    const explorationData = {
        scene: scene.id,
        user: user.id,
        explored: "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAQAAAC1HAwCAAAAC0lEQVR42mP8/x8AAwMCAO+ip1sAAAAASUVORK5CYII="
    };
    const fogExplorationCls = getDocumentClass("FogExploration");
    let exploration = await fogExplorationCls.get({ scene, user });
    if (exploration) await exploration.update(explorationData, { diff: false });
    else {
        exploration = new fogExplorationCls(explorationData);
        await fogExplorationCls.create(exploration.toJSON());
    }
}

@luque-gh
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Will Vision Limitation be a module or this feature will be discontinued as well?

@dev7355608
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Will Vision Limitation be a module or this feature will be discontinued as well?

@luque-gh Not discontinued. It's coming. But I haven't had the time yet to get it ready for release. Maybe this weekend, but no promises.

@karpana
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karpana commented Jul 11, 2023

@dev7355608 Thank you for the Perfect Vision module you've provided to the community over the years.

I'm sad to see it go, but pleased to hear that you've forked "GM vision" into it's own module (which I've already installed). I'm also pleased to hear that you'll also fork off some of the other capabilities (though i'm not sure I understand quite which ones).

For my part there are 2 components that I've come to truly appreciate

  1. GM-Vision
  2. the vision limitations on drawings

the latter of which has been super nice for dealing with effects like fog clouds, and enabling more dynamic lighting in composite scenes, where there was an outside and inside portions (such as a a cave or house).

I'm looking forward to seeing which parts of Perfect-Vision manage to live on, and will graciously install whatever components you can make available to the community as we all head into v11

For the time being, my migration to v11 is blocked by the system I use (PF1E) not yet having a compatible version.

@uniwars
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uniwars commented Jul 14, 2023

Hi, just wanted to +1 for vision limitation and range

@Grandsome
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Grandsome commented Jul 14, 2023

Is the vision limitation module still coming? It was a must-have, still don't know why it's still not integrated into foundry by default. Still, thanks for your hard work, even if the module development no longer works out for you.

@dev7355608
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https://github.com/dev7355608/limits

@Weissrolf
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Thanks for the ride. I had much fun using Perfect Vision for mixed indoor + outdoor maps! 👍

@Sasmira
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Sasmira commented Jul 25, 2023

Hello, thank you for the work you've done since the beginning of foundry.
I'm sad to see the end of this module with v11 because for me it was one of the essential modules we had for PF2e.
Is the part of the code that allowed you to mix inside and outside also unusable?
If it is usable, would it be possible to associate it with a module like Advanced Drawing Tools, for example?

@Minstrel2000
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Thanks for the features provided before,and It seems that I must wait for the new solution to the mixed indoor + outdoor maps,neither as replacement or update.

@Chernobyl68
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Well I find myself, like others, more than a little upset at the incompatibility that led us here. I'm sorry for the author's frustration with the changes that are making it so hard to keep Perfect vision working. Myself, I just did an update from 9 to 11 last night, and should have read up on the changes before I did it apparently. I've come to depend on perfect vision as the only realistic solution to the Inside/outside map problem (in WFRP there are a lot of urban map locations so this is a big deal) I'm going to try and revert to the last version of 10, at least until a good solution can be implemented.
Thanks for creating Perfect Vision and helping our games!

@Weskernation
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Weskernation commented Oct 9, 2023

I hope that the discontinuation of the Lighting Drawings isn't preventing anyone from updating to V11.

Exactly this, I will not switch to V11. I gave V11 a try, unfortunately I found out I heavily rely on these drawings.
V11 is not capable of replicating precisely this without the use of a mod (at the moment)

When V11 can finally do it or Perfect Vision is updated I'll give V11 another chance.

@TheAlexPlus
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Unfortunately I'm in the same boat. I've built out a number of full modules with indoor/outdoor scenes and we utilize the day/night cycle mod to shift the outside light as the time goes on. It's a great effect that none of my players want to lose. I refuse to update to v11 until we can get light drawings back, but they were showcasing v12 the other day and I'm starting to worry we're going to be left behind. :(

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