|
Latest Networking Beta Version:
|
v 4.6.2 (+ core datasets)
|
Date released:
|
18th July
2006
|
Download Full
Install:
|
here
|
Download
Update
|
here |
Details:
|
here |
5th Dec 2006 - A minor release, with
requested changes
I've just updated to v4.6.3 (update zip
file only). There are mostly minor changes in this, as per requests
from various people.
Probably the most important change is a fix that stops an error when
you close the program. A Microsoft windows update introduced this
problem for a number of people a while ago.
I've had a request to put race sustitution levels into RPM. Generally
this is where certain races can take different capability options for
specific levels of specific classes. This seems like a good idea, but
actually requires some significant effort to implement properly.
Essentially I need to "evolve" character and creature stats level by
level, rather then apply the math formulas that work well without the
intricacies caused by level substitutions.
As RPM currently stands, it's excellent at letting you generate, edit
and recalculate character and creature stats, even letting you change
the classes or race. Its best feature is quick and comprehensive NPC
and creature generation for DMs, with minimal effort. Tight character
generation, particularly with level substitution, really makes you
develop your character level by level.
There are a number of other good benefits that could come with "level
substitution" rework.
If I put in the rework, I'd be trying very hard to maintain the current
strengths for easy editing and recalculation.
So, let me know guys. Is there reasonable interest in a "level
substitution" capability?
E-mail me.
18th July 2006 - A major release, with
requested changes
I've just updated to v4.6.2 and included
change requests and fixes. This includes the main program update, and also the 3.0 and 3.5 Core rules.
This is a major update, with
very significant enhancements to
NPC/monster generation, and also Dungeon/area generator.
I'll post more soon about the new capabilities, but wanted to get this
version out now, for those waiting on requests.
8th January 2006 - A new release, with
requested changes
The latest update is v.4.5.12 and should
have all requested changes as per the support forum.
The biggest change is to the export function . You can now easily group
several exports together into a single export. This is particularly
useful to export adventures complete with any dependant dataset (e.g.
for special monster races, classes or other game specials).
There's also an update to the Core Rules 3.0 dataset. This was mainly
to generate appropriate NPC/monster results for random weapon related
feats, such as Weapon Focus.
1st November 2005 - A new release, with
requested changes
The latest update is v.4.5.11 and should
have all requested changes in it. You'll mostly notice little
improvements in the mapper.
The core datasets (3.0 and 3.5) are also updated.
20th August 2005 - Improved mapper
interface, and documentation.
The latest update is v.4.5.7 and has the
following in it:
- Improved documentation:
This is mostly for the mapper, and is especially useful for explaining
how scaling, importing images, improved targetting works. It also
focusses on the improved mapping modes that simplifies using the
various advanced features. You can
quickly view an extract of the new help here.
- Awesome Images: A fan in
the yahoo group recently provided an awesome import file for
automatically providing great race images. Using this with the latest
mapper features really rocks!
- Improved Encyclopaedia: With
all the features available in the Encyclopaedia, I've started using it
for the help system (when you ask for help on a particular screen).
This means that, in addition to the forward/back buttons that act like
browser history buttons, I've added an up and down button to easily to
the next pages in the encyclopaedia.
I continue to focus on programming, but if anyone out there wants to
take advantage of the easy wordprocessing in the encyclopaedia to
improve documentation or tutorials for me, please let me know.
- Mapping modes: There
basic mapping modes for the mapper are now 'Design Mode', 'Play Mode',
'Network DM' and 'Network Player'. This gives you much more obvious
control when using features such as Player reveal modes and functions,
especially if you're using the "Player Window" for a second monitor or
with a projector.
- Core Rules 3.5 Dataset:
has a new update, with particular emphasis on magic items.
- Other Minor Issues: Other
minor issues e-mailed to me, or mentioned in the support forum, have
also being addressed.
11st August 2005 - Significant new
mapping and dice rolling features - beta now complete !!
Although more mapping and networking
features will be added over time,
the
beta phase of the new networking and mapping features is now complete.
This means that it is stable, and that the new features are compelling
enough that they should be included in the main install.
The
very latest update includes
improved mapping (and other features) :
- Grids and scales: You can
now overlay grids on your maps with various useful options, and easily
change the scale (especially useful when using imported map
backgrounds).
- Automatic distance
calculations are now automatically , whether moving map items, creating
new ones, or simply clicking a map location and then moving the mouse
around to get distances reported.
The mapper is also now far more intuitive - reporting the mode your in
(creating a type of map item, zooming, revealing map segments etc), and
also letting you know which layer you're working with.
- Dice rolling popups can
now be configured in several ways - 'Always', 'Never', and 'For
Players'.The interesting option for DMs is the 'For Players' option,
which means that most rolls are automated, but PC rolls for things such
as skill checks, attacks, damage, stabilization and initiative will pop
up. Real dice rolls can be very quickly edited in, or, if the player is networked, a press-button
dice popup will automatically appear on the PC's computer, and the
result passed on.
- Full creature and PC status is
now displayed clearly on the BattleMap. Not only can detailed
graphic images be used to portray creatures and PCs, but extra display
status indicators clearly show which side a creature belongs to, the
active status, their turn status, and if they're being targeted.
- Map Targeting is greatly
simplified. All the targets of the currently selected creatureare
clearly shown, and you can turn easily target and untarget multiple
creatures with a simple Ctlr-click of the mouse.
- Encounter battle management is
improved, with step-by-step sequencing of actions being handled
more clearly.
- Use of the Player Window has been made easier and more obvious.
This is especially useful for DMs who use a second monitor for players, or even a projector for mapping.
Thanks to all who participated with the networking beta. Whilst
features will continue to be added over time, the work that has been
done has greatly enhanced the program. This is very true even for those
who don't use the networking capabilities themselves.
21st July 2005 - Networking and dataset
updates
With the latest updates, the beta phase
of networking should hopefully be completed soon.
Please keep the feedback coming!
The latest updates include the
program
and the datasets for the
Core
3.0 and 3.5 datasets. Be sure to get the dataset you use along
with the program update. Networking/mapping details are
here.
There are some new initiatives, on top of the networking/mapper work.
When RPM starts up, it will now show you the basic options you have in
place. This startup feature can be switched off, but it lets you easily
view your current settings, and lets you change the way you want to use
RPM for the current session. You can still easily get to the complete
set of all configured options.
The new datset updates are also ready to use a great new import package
just posted in the
yahoo forum by a
fan. When you do the import, the PCs and creatures you
create will have
fantastic graphic
pictures that look excellent on maps.
14th Jun 2005 - Networking :At last, a
beta for you!
After much work, I finally have a beta
version of RPM to get networking features off the ground.
The idea is that networking has a very strong emphasis on being easy to
use, and that the networking is centered around using the BattleMap.
Many of the changes have great RPM
improvements - even if you're not networking.
Having recieved lots of great feedback on what should be in the
"Ultimate Networking RPG Tool", I've decided that this needs to be done
in stages. The first step is to get a solid networking capability off
the ground, and then get it all fancy around the edges.
Please note that I'll run this as a
special
beta for a while. My recommendation is that you make a copy of your
current RPM installation (copy everything in the directory, including
sub-folders, to a new directory), and then apply the beta update to
your copy.
Based on feedback and issues, I'll look to do frequent updates to this
beta.
- Information on features and (your) ideas can be found (or placed)
here.
- The beta update can be downloaded here.
- You can report any issues that may need addressing here.
Please note that the official update won't change until the networking
is no longer in beta. Essentially, the networking beta will be the
latest update, except that its "informal", until I'm happy to make it
the official version.
21th Apr 2005 - Networking : The best
thing for the DM and players?
For a long time, I've been trying many
things to try and improve the DM-player experience using RPM. I've been
doing a fair bit of work in this area lately, making good strides in
this important area.
If you'd like to check out what's happening, and hopefully even make a
contribution (for your own benefit!), please check out
this discussion
thread.
14th Apr 2005 - Latest mapping features
Whilst the latest version incorpates
changes for reported issues and
features, there has been notable work done on the mapper.
Several improvements have been made on the new mapper during the last
few updates, and I'm pretty happy that we now have what seems to be a
great mapper for RPM. I'm confident that RPM now has a mapper that is
not only very powerful and flexible, but also tailored to RPG use.
If you're updating your copy of RPM (as opposed to a clean install),
you may want to also get the latest copy of the "Burning Sage Demense"
adventure. The maps have been converted to use the new mapper properly.
Here are some key features of the mapper:
- Great graphics: Theres a
great graphics managment system in place. This in itself has great
features:
- Graphics are stored in a common library of available graphics.
These could be monsters, textures, complete map backgrounds - just
about anything.
- The management is very efficient. Whilst you can easily use jpg
files, you get the best out of bmp files where you need a transparency
background (as for when you place a monster or character on a
map).Importantly, file types such as bmp will automatically compress -
allowing you to build up a large library, without comsuming too much
disk space.
- Its easy to add new graphics, with many types been supported.
In particular, you can export your CC2 (Campaign Cartographer 2) files
as .emf files, and use them as map backgrounds that zoom with great
accuracy. As you import adventures or datasets, your graphics library
automatically grows, and images are available for your own use.
- You also get efficiency from accessibiliy and re-use. All
your graphics are available for any adventure you create, and only one
copy of the image is stored in the system, or even loaded (for things
such as textures).
- Layers: The mapper uses
layers which help order different items well, and also allow you to
control visibility. Each of the layer types has a 'hidden' version.
Whilst the DM sees all, and can quickly change the visibility of map
items, players will only see what they should. Whilst you can edit
anything in 'Full Edit' mode, ground features and permanent items are
protected from accidental editing when you're 'in-game'.
- Graphic Image Uses: You
can use images from the image library in 3 key ways.
- Firstly, you can have an image of an entire map, and use it as
a fairly complete map, simply placing creatures and room note markers
on top. Whilst this doesn't provide the best graphical quality when
zooimg in, it does mean that you can easily use maps from other editing
systems, or even directly off the web.
- Next images can be used as textures. This provides a great way
to fill out high quality objects for things such as grass, rubble
floors and brick walls. You can use textures as a map background, or
for circles, ellipses, boxes, and - most importantly - polylines
(straight, or curved).
- Lastly, you can simply drop an image on top of your map. This
could be anthing from a tree to a piece of furniture, but it works very
well for character, NPC and monster pictures. These should be .bmp
files with a transparent background.
- Advanced Graphic Objects:
Whilst the standard lines, circles, ellipses and boxes are
available to you, open and closed polylines are the most useful and
flexible. You can turn any required part of a polyline into a curve,
with special controls for each point that give you precise control of
the nature of the curve. Whilst you can fill polygons with straight
colours, or even gradient fills, filling with an appropriate texture
gives the best result.
- The Player's Map: Players
only get to see what they should. Graphical items on hidden layers are
invisible to players. Additionally, players will only see sections of
the map that the DM has revealed.
The players could see their map on the DM's PC ( a second monitor works
best), or via a network connection, or even a browser.
- Adventure and dataset exports: Things such as race pictures are now
automatically included in dataset exports. Additionally, adventures can
have maps which use all sorts of graphics. In all cases, the exports
include any required images, so that other people will automatically
get their libraries expanded with the required graphics.