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Emryys
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Joined: 11 Oct 2005
Posts: 343
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PostPosted: Fri May 04, 2007 7:10 am    Post subject: Progress... Reply with quote

I'm starting this thread as kind of a "Blog" if you will, to see what our GRiP Guru is working on Smile Perhaps Hunter you can provide insight into the current issues you're dealing with, solutions you found, or just to say... "it's still coming along".
The programmer/tinkerer in all of us would probably enjoy the insight Wink

I'll start by asking... others mentioned some issues with the current GRiP, like the Traveller suite, mapping errors and the Game scheduler. Are you going to address some of this or are we headed straight to GRiP 4. There's a few small things that would work wonders, but we realize that "4" is the goal.

No worries either way... just asking Smile
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Hunter



Joined: 01 May 2007
Posts: 114
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PostPosted: Fri May 04, 2007 4:17 pm    Post subject: Reply with quote

Working on v4 honestly. It's been long enough since I've worked with the code on v3 that it would take me a while to get back up to speed enough to troubleshoot down any major issues.

Hunter
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Teak



Joined: 18 Nov 2005
Posts: 146
Jobs: Tiny RPG Chief Designer


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PostPosted: Fri May 04, 2007 9:35 pm    Post subject: Reply with quote

Will anything significant be done to the iGM module? Emryys had a superb idea concerning tree sturctures.
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Hunter



Joined: 01 May 2007
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PostPosted: Sun May 06, 2007 6:05 am    Post subject: Reply with quote

Teak wrote:
Will anything significant be done to the iGM module? Emryys had a superb idea concerning tree sturctures.


Yes on iGM. Look if you have suggestions for damn near anything right now let me know. This is the best time to do it as the code and designs are really raw and still taking basic shape.

Hunter
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Emryys
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PostPosted: Sun May 06, 2007 8:11 am    Post subject: Reply with quote

Have you done any testing regarding things over a network?
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Hunter



Joined: 01 May 2007
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PostPosted: Sun May 06, 2007 8:21 am    Post subject: Reply with quote

Emryys wrote:
Have you done any testing regarding things over a network?


Only locally. Not far enough along for any real cross network testing. But the networking code isn't changing much, just the data it passes.
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GameKnight



Joined: 08 Jan 2006
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Jobs: GRiP Guru
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PostPosted: Sun May 13, 2007 7:31 am    Post subject: Reply with quote

Hunter wrote:
Look if you have suggestions for damn near anything right now let me know. This is the best time to do it as the code and designs are really raw and still taking basic shape.

Hunter


Hey Hunter,

I have found that a GM Screen would be awesome. I started to build into monsters a GM Screen of sorts that would take care of "generic" GM-like things I wanted to send to the chat...keep track of rounds, etc.

Love to have something like that!
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Emryys
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PostPosted: Sun May 13, 2007 10:24 am    Post subject: Reply with quote

GameKnight wrote:
I have found that a GM Screen would be awesome. I started to build into monsters a GM Screen of sorts that would take care of "generic" GM-like things I wanted to send to the chat...keep track of rounds, etc.


Ditto...

I have used both an ENT and an ADZ as a game screen, each having better uses during different game aspects.

The ADZ is good for sending macros... I have an encounter with preset macros for roll requests like skills, one for combat roll requests, etc, then I have an NPC named "GM" which allows me to access the macros from the chat screen... If this type of action could be done from a menu or a GM screen it would be alot easier Smile

I'd use the ENT screen when in "Combat" mode because you can't access the ADZ macros using the GM NPC... frustrating....

This would be a good feature especially if it could be customized for any system... maybe as part of the Adventure editor panel...
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Emryys
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PostPosted: Wed May 16, 2007 8:24 pm    Post subject: Reply with quote

Any News! Smile

What are you working on now?
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steve_burchett



Joined: 21 Nov 2007
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PostPosted: Wed Nov 21, 2007 5:22 am    Post subject: Reply with quote

Is GRiP v4 even being worked on right now?

Steve Burchett
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Emryys
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PostPosted: Wed Nov 21, 2007 8:00 am    Post subject: Reply with quote

steve_burchett wrote:
Is GRiP v4 even being worked on right now?


Difficult to say... I've e-mailed but haven't heard from Hunter...

I suspect he's dealing with day to day stuff like shipping Traveller product
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Bruce



Joined: 23 Mar 2006
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PostPosted: Fri Apr 10, 2009 5:38 am    Post subject: update Reply with quote

I just got off the fone with hunter. He is HARD at work on the new grip.
OH my GHOD. you people are going to be BLOWN away by this.
I have a screen shot here, if i can figure out how to put it up, I will.
This screen shot shows individual character oriented lighting.
So, imagine that. EACH character can have his own light source.
The map can have it's own background level of light, from pitch black to perfect illumination.
Needless to say, this is very exciting.

Hunter and I will be doing some more testing soon.

Bruce
the man behind the curtain
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Teak



Joined: 18 Nov 2005
Posts: 146
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PostPosted: Fri Apr 10, 2009 3:40 pm    Post subject: Re: update Reply with quote

Bruce wrote:
OH my GHOD. you people are going to be BLOWN away by this.
I have a screen shot here, if i can figure out how to put it up, I will.


you'll have to post a link; i can host it if emryys and vel don't have room

Teak
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kabkal



Joined: 12 Apr 2009
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PostPosted: Sun Apr 12, 2009 2:15 pm    Post subject: Stupid Question Reply with quote

I have had GRiP for many years, but I am not sure what version I am running. How can I tell what version? How can I get an upgrade if needed?

Thanks!
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velShandru
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Joined: 11 Oct 2005
Posts: 135
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Location: Ottawa, Ontario

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PostPosted: Sun Apr 12, 2009 4:44 pm    Post subject: Reply with quote

iGM is currently at 3.1.79 and wants to be speaking to iPC version 3.1.63 for full functionality. I have placed copies of iPC (5 MB freeware) and iGM (7.5 MB shareware) online for those having difficulty finding them at QLI.

iPC and its upgrade can also be found at my FUMcon 2009 support site.
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