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Wurm
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Posted: 09/22/2006 at 7:11pm | IP Logged Quote Wurm

Thanks Kepli.

While I can see why a restrictive EULA would be a problem for those folks who are using DJ for professional/commercial work, my use of DJ is strictly personal, so I'm okay with whatever the artists want.

An image database could also take care of another item on my wishlist: I'd like to be able to right-click an image and select its role -- cover, object, etc...
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Kepli
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Posted: 09/23/2006 at 3:46am | IP Logged Quote Kepli

Correct

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Ices
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Posted: 10/24/2006 at 12:57pm | IP Logged Quote Ices

As Monk & Phergus posted ealier: I would like to see a Light tool so we could place the Lightening on a map and have the shadows thrown from it (chances are it would probrably a rather large draw on memory). But would still be handy.

B) And I would like to have the toolbar snap to the UI. Alot like the way the start menu snaps on the desktop. It can be free standing or underneath the Menu's giving the users more canvas.

C) As well as putting the Snap to grid & Snap Settings on the tool bar so we don't have to go through the drop-down menus would speed things up =0)

Edited:

Would be nice to update the Monster/character sheets have a slot for Base attack/grapple.

Would Also be nice to have the Monster/character sheets have an array for all the stats for the attributes. That way a user could have a base template saved for say a gnoll or thug you can change the basic stats and it would change their attack accordingly. As well as adding feats. =0) would be a pleasant thought =0).

When you can =0).

Thanks =0)

Edited by Ices on 10/24/2006 at 2:26pm
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Kepli
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Posted: 10/25/2006 at 12:55am | IP Logged Quote Kepli

Ices wrote:
As Monk & Phergus posted ealier: I would like to see a Light tool so we could place the Lightening on a map and have the shadows thrown from it (chances are it would probrably a rather large draw on memory). But would still be handy.

Not just a large draw on memory, but you also need the height of each item to determine the length of the shadow. You also need to take into account the strength of the light and possible other light sources.
These are functionalities you find in 3D rendering progs like Vue, Bryce and Poser. Adding this to DJ will mean DJ is no longer a top-down 2D mapping program. I agree this would be cool, but I doubt we will ever see this in DJ (as it is now).

Ices wrote:
B) And I would like to have the toolbar snap to the UI. Alot like the way the start menu snaps on the desktop. It can be free standing or underneath the Menu's giving the users more canvas.

The handling of the toolbars is on the request list

Ices wrote:
C) As well as putting the Snap to grid & Snap Settings on the tool bar so we don't have to go through the drop-down menus would speed things up =0)

There is a key combination (was that Ctrl-G?) to do this ...

Ices wrote:
Edited:

Would be nice to update the Monster/character sheets have a slot for Base attack/grapple.

Would Also be nice to have the Monster/character sheets have an array for all the stats for the attributes. That way a user could have a base template saved for say a gnoll or thug you can change the basic stats and it would change their attack accordingly. As well as adding feats. =0) would be a pleasant thought =0).

When you can =0).

Thanks =0)

I'll leave the answer to this one to GTech. He knows a hell of a lot more about the adventure part of DJ

Thanks for the suggestions Ices

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gtech_1
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Posted: 10/25/2006 at 12:59pm | IP Logged Quote gtech_1

Kepli wrote:
Ices wrote:
Edited:

Would be nice to update the Monster/character sheets have a slot for Base attack/grapple.

Would Also be nice to have the Monster/character sheets have an array for all the stats for the attributes. That way a user could have a base template saved for say a gnoll or thug you can change the basic stats and it would change their attack accordingly. As well as adding feats. =0) would be a pleasant thought =0).

When you can =0).

Thanks =0)

I'll leave the answer to this one to GTech. He knows a hell of a lot more about the adventure part of DJ

Thanks for the suggestions Ices


Thanks for the Kudos Kep.

Ices,
3.5 updates to the adventure side are being discussed.
It's not *entirely* likely, but hopefully, we'll be able to push these through in the not to distant future.

All I can say right now is stay tuned and keep your fingers crossed.

As far as an auto calculating character/monster array, it would be very nice, but I believe that it is rather unlikely. (It's far too extensive for DJ's scope)

We are still in the very-preliminary stages of discussing new input options, if any, that could be used in DJ.
However, you can look forward to better (more user modifiable) output options in the future.

I must stress that Nothing has been finalized yet. And I can't say more about it right now.

What I can say is: Please continue to be vocal, but patient, regarding the Adventure side.
We are listening.

Thanks,
GTech

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Ices
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Posted: 10/25/2006 at 4:46pm | IP Logged Quote Ices

=0P
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Dark_Shadow
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Posted: 11/11/2006 at 8:56pm | IP Logged Quote Dark_Shadow

only 1 request for now.....
A crop tool in DJ instead of saving then opening then croping

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coldwire
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Posted: 11/20/2006 at 3:03pm | IP Logged Quote coldwire

One thing I'd like to see in addition to the current rotate tool is a tool that specifically turns objects by 90 degree increments, so we don't have to do a 'best guess' on if we've got it straight or not.

(Kind of a reduce the annoyance type of feature. Most of the time you want to place things on 90 degree angles anyways, the current tool can be for when you really do want something at an odd angle.)
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SeekerOfPeace
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Posted: 11/20/2006 at 6:35pm | IP Logged Quote SeekerOfPeace

Coldwire:

You can hold down "shift" while rotating to get a 90 degrees all the time.

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coldwire
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Posted: 11/20/2006 at 11:52pm | IP Logged Quote coldwire

SeekerOfPeace wrote:
Coldwire:

You can hold down "shift" while rotating to get a 90 degrees all the time.



Ah thanks! I hadn't realized that.
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Amarkys
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Posted: 11/29/2006 at 7:10am | IP Logged Quote Amarkys



French version ?
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weepingminotaur
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Posted: 12/26/2006 at 10:33am | IP Logged Quote weepingminotaur

My DJ wish list:

1. A feathering tool. This is huge for me and would save a ton of time
working on maps on my (old) copy of Photoshop which can only run on
my (old and slow) laptop.

2. A more robust and full-featured text tool. I'd like to be able to adjust
tracking, kerning, etc.

3. Faster load times for objects. For large objects, there's often a long
wait just to load the 'thumbnail' list, and that's a bit of a drag.

4. The ability to save work paths. It's frustrating to lose your carefully
selected marquee path because of an untimely click here or there.

5. Dodge, sponge, and burn tools.

6. DJ really should remember save directories and such.

7. A consolidated Prefs dialog.

8. A full set of monster tokens included with the product.

9. A refresh button so you don't have to restart the app every time you
add new objects.

10. A larger collection of textures, objects, etc.
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Darkness
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Posted: 12/26/2006 at 12:16pm | IP Logged Quote Darkness

Very Good Suggestions..
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Kepli
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Posted: 12/27/2006 at 4:01am | IP Logged Quote Kepli

weepingminotaur wrote:
My DJ wish list:

1. A feathering tool. This is huge for me and would save a ton of time
working on maps on my (old) copy of Photoshop which can only run on
my (old and slow) laptop.

2. A more robust and full-featured text tool. I'd like to be able to adjust
tracking, kerning, etc.

3. Faster load times for objects. For large objects, there's often a long
wait just to load the 'thumbnail' list, and that's a bit of a drag.

4. The ability to save work paths. It's frustrating to lose your carefully
selected marquee path because of an untimely click here or there.

5. Dodge, sponge, and burn tools.

6. DJ really should remember save directories and such.

7. A consolidated Prefs dialog.

8. A full set of monster tokens included with the product.

9. A refresh button so you don't have to restart the app every time you
add new objects.

10. A larger collection of textures, objects, etc.


Excellent weepingminotaur
Most of your suggestions are already on the feature request list and I will add the others

Keep them coming people ... even your description of an already existing feature request may help make that feature even better.

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Kalex the Omen
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Posted: 12/27/2006 at 6:53am | IP Logged Quote Kalex the Omen

As I said in the Adventure Writing thread the features I am most interested in seeing expanded are on the Adventure Writing side of things. I'm not too excited about shading and things such as living creatures that in my opinion "change" on a map during the course of play (due to party light sources, spell effects, etc.).

I think from an Adventure prespective we need multiple maps in a single adventure and the ability to link maps. I would love to see expanded import functionality for many of the character and monster creation utilities out there (eTools, RPGXplorer, DM Genie, PCGen). Updated stat block output to Adventures to match the current WotC/Paizo standard, and I would love to see a professional looking stylesheet that imitates, if not duplicates the look of WotC/Dungeon Magazine adventures. I also think that with WotC pushing an integration of RPG and Miniatures rules it would be good to have the ability to create the "zones" used on miniatures maps (I think someone else suggested this as an extension of the Tokens/Room Numbers objects and I agree). I think the settings for Adventures should be all located in one place so that setting the font should be carried through all dialogs in that adventure unless changed specifically in a particular room or area.

From a sharing standpoint I think sharing should be made easier. HERO Games HERO Designer software now includes the binary for character portraits right in the character file, so when the character is transferred to a different computer the character portrait is there. I think Dundjinni should impliment this sort of solution (or something with the same net effect) in DJA files for non-DJX artwork. With internet connection speeds being what they are these days I can't see many people complaining about having to download a several MB file if it is useable immediately. If this kind of file format wreaks havok within Dundjinni causing slowness or other problems then I think there should be a different export format that does include the artwork.

Sorry if this rambles a bit, but I think that covers everything. If I think of anything else you can be sure I'll post it here.

Regards,
Kalex the Omen

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Kalex the Omen
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Posted: 12/27/2006 at 7:03am | IP Logged Quote Kalex the Omen

Oh...and from a non-program, artwork point of view I would love to see official artpacks released with much more frequency. I for one don't have a problem with spending what a current art pack costs, every couple of months (or even monthly) to get quality, integrated official artpacks.

Also seeing artpacks for certain licensed settings (Star Wars, Star Trek, LotR, Babylon 5, Firefly, Battlestar Galactica, etc.) that have the distinctive "look and feel" of those settings for people who are trying to duplicate something that specific.

Edited by Kalex the Omen on 12/27/2006 at 7:03am


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Kepli
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Posted: 12/27/2006 at 8:38am | IP Logged Quote Kepli

Excellent suggestions Kalex
I think you will see more official art-packs, but I don't know what frequency we will be able to achieve. Making specific settings art-packs is also a great suggestion

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Keen
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Posted: 12/27/2006 at 12:04pm | IP Logged Quote Keen

Perhaps a separate EXE that is made for the running of a game rather than the design work and this program would be smaller and faster allowing you to display maps move tokens zoom to individual rooms and even bring up your flavour text. Even include standard area of effect templates which would let you tell which characters are affected.

Best if it even supports a duplicate map window so you could hook up two monitors one at the end of the table just for showing the players maps and your monitor facing you also showing the map and other text and info the players donít need.

I have that kind of a setup now and I have been using created JPG maps to display on the second monitor but itís a bit of a pain making sure itís actually viewable on that second monitor hehe
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Darkness
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Posted: 12/27/2006 at 12:16pm | IP Logged Quote Darkness

Kalex the Omen wrote:
As I said in the Adventure Writing thread the features I am most interested in seeing expanded are on the Adventure Writing side of things. I'm not too excited about shading and things such as living creatures that in my opinion "change" on a map during the course of play (due to party light sources, spell effects, etc.).

I think from an Adventure prespective we need multiple maps in a single adventure and the ability to link maps. I would love to see expanded import functionality for many of the character and monster creation utilities out there (eTools, RPGXplorer, DM Genie, PCGen). Updated stat block output to Adventures to match the current WotC/Paizo standard, and I would love to see a professional looking stylesheet that imitates, if not duplicates the look of WotC/Dungeon Magazine adventures. I also think that with WotC pushing an integration of RPG and Miniatures rules it would be good to have the ability to create the "zones" used on miniatures maps (I think someone else suggested this as an extension of the Tokens/Room Numbers objects and I agree). I think the settings for Adventures should be all located in one place so that setting the font should be carried through all dialogs in that adventure unless changed specifically in a particular room or area.

From a sharing standpoint I think sharing should be made easier. HERO Games HERO Designer software now includes the binary for character portraits right in the character file, so when the character is transferred to a different computer the character portrait is there. I think Dundjinni should impliment this sort of solution (or something with the same net effect) in DJA files for non-DJX artwork. With internet connection speeds being what they are these days I can't see many people complaining about having to download a several MB file if it is useable immediately. If this kind of file format wreaks havok within Dundjinni causing slowness or other problems then I think there should be a different export format that does include the artwork.

Sorry if this rambles a bit, but I think that covers everything. If I think of anything else you can be sure I'll post it here.

Regards,
Kalex the Omen


I agree with Kalex. I also think it would be better if the adventure writting portion is done as a supplement or add-on package, that way it would and could do more and be specifically designed to handle the adventure writting.
With it incorporated into the maping program I think it is treated as an afterthought.

Edited by Darkness on 12/27/2006 at 12:17pm
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Kepli
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Posted: 12/27/2006 at 1:03pm | IP Logged Quote Kepli

Keen wrote:
Perhaps a separate EXE that is made for the running of a game rather than the design work and this program would be smaller and faster allowing you to display maps move tokens zoom to individual rooms and even bring up your flavour text. Even include standard area of effect templates which would let you tell which characters are affected.

Best if it even supports a duplicate map window so you could hook up two monitors one at the end of the table just for showing the players maps and your monitor facing you also showing the map and other text and info the players donít need.

I have that kind of a setup now and I have been using created JPG maps to display on the second monitor but itís a bit of a pain making sure itís actually viewable on that second monitor hehe

That would make it a Virtual Tabletop and DJ is a mapping program. What you describe sounds like what Battlegrounds, Fantasy Grounds, MapTools, KloogeWerks, etc. do ...

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