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Home > TTopRPG > Technical Support
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Posts for thread: TTopForums Thread - Multiple GMs
Lord Tanthos
May 2nd, 2010 1:34 AM

Join date: September 1st, 2009
Posts: 18
The title basically says it all. Is it possible to have multiple GMs for a single game? It would be *indescribably* helpful for some of my more complex games and combats.
Pygon
May 2nd, 2010 2:05 AM

Join date: May 22nd, 2009
Location: Fenton, MI
Posts: 261
I can see where that would be a big help.

Sadly, TTop makes some assumptions in many areas about certain object types, knowing that only the Host will be working with them. In order for multiple GMs to be supported, all that code would have to be worked on. That's quite a task for me at this time.

This certainly isn't the first time I've had this request. If it would be an easy thing, I probably would have had it done by now.

But sorry, I don't think it can be reasonably accomplished right now

I may be able to support multiple GMs in a more abbreviated fashion though. Can you be specific about the kinds of things you would hope another GM could do during the session?

Examples of easy things would be: Broadcasting room descriptions, assigning damage or healing, setting data on icons (not the graphics).

Hard things would be: Working on maps (adding, modifying), adding graphics (icons, textures), etc.

Not that the easy things are easy, mind you. I still can't promise anything.
Lord Tanthos
May 2nd, 2010 2:27 AM

Join date: September 1st, 2009
Posts: 18
Healing, damage, setting icons visible/invisible, being able to move other icons, and place/modify new icons from the export list is exactly what I would like. With just those, I could manage perfectly. Map editing and other equivalents wouldn't be too necessary, especially considering the complications.
Pygon
May 2nd, 2010 2:49 AM

Join date: May 22nd, 2009
Location: Fenton, MI
Posts: 261
Ok. I can't promise anything soon. Work is really draining me lately. But I'll see what I can do. If you see no evidence of it being done for a while, don't be surprised.

I already know trying to add icons from the exported list will be a problem, since those files are on the host machine and TTop isn't geared to send that list to any other machine.
Lord Tanthos
May 2nd, 2010 4:47 AM

Join date: September 1st, 2009
Posts: 18
I can live without the icon placement...but the healing/damage thing at the very least would be inestimably helpful. If the other machines had the same exported icons, would they function fine with icon placement?
Pygon
May 2nd, 2010 6:54 AM

Join date: May 22nd, 2009
Location: Fenton, MI
Posts: 261
If they had the same list, then supposedly yes.

The phrase "same list" involves more than just a few text files being copied though.
Lord Tanthos
May 2nd, 2010 3:26 PM

Join date: September 1st, 2009
Posts: 18
I could manage that easily, as I usually do this on the LAN, anyway. I presume I would have to copy all of the portraits, icon .txt files, the index .txt under 'monsters'?

It wouldn't even be a problem for me to just copy the whole campaign folder from one computer to the next. I never have to add new exported icons, because I have all the ones I need ahead of time.
Pygon
May 2nd, 2010 4:06 PM

Join date: May 22nd, 2009
Location: Fenton, MI
Posts: 261
I don't think that's enough to give the Co-DM access, though. There is also the matter of sending a network packet telling the main DM that an icon is being added, etc. None of that has been coded yet. Adding icons was always and only the Host's domain.

I'm not even sure I can realistically add the ability to assign damage without leaving a lot of bugs open - there are a LOT of places where the code checks to see if you are a player or a GM. A lot of those locations would have to be modified to allow the co-DM to see invisible icons, access the damage menu, etc.

It looks like even the simplest implementation of this won't be so simple.
Lord Tanthos
May 3rd, 2010 12:16 AM

Join date: September 1st, 2009
Posts: 18
Hmm...that's too bad. It would be very helpful.
Pygon
May 3rd, 2010 12:44 AM

Join date: May 22nd, 2009
Location: Fenton, MI
Posts: 261
Yeah, I agree.

This is one of those things where forward planning is very important when developing an application so that upgrading at a later time is much easier.

I don't know how well other VTTs out there support multiple simultaneous DMs. As I built TTop from the ground up, it never really took on the ability to support "career" online referees with large libraries of graphics, campaigns or complex large-scale needs during a session.

Most users seemed happy with the simpler fewer function approach, although if/when I get multi-DM running, I don't expect it to bloat the interface at all.
Lord Tanthos
May 5th, 2010 2:27 AM

Join date: September 1st, 2009
Posts: 18
Well, barring that, one helpful addition (at least for me and my crew) would be a button that removes all of the markers set by the player/GM who presses the button. Perhaps even a GM button that removes all markers entirely.
Pygon
May 5th, 2010 2:29 AM

Join date: May 22nd, 2009
Location: Fenton, MI
Posts: 261
That I can certainly do. I'll also consider trying to get some co-DM stuff working one small piece at a time.
Pygon
May 5th, 2010 2:51 AM

Join date: May 22nd, 2009
Location: Fenton, MI
Posts: 261
And Remove all Markers (GM Only) is done. It will be in the next upload.

Looks like you want to allow a player to remove all their markers, too. I'll see what I can do there.

And.. that's done too.
Lord Tanthos
May 5th, 2010 4:13 AM

Join date: September 1st, 2009
Posts: 18
Thanks, man. You're definitely epic-level.
Pygon
May 5th, 2010 5:02 AM

Join date: May 22nd, 2009
Location: Fenton, MI
Posts: 261
Thanks, I do what I can. The easy stuff is, well, easy.
Booster
May 16th, 2010 4:41 AM

Join date: May 26th, 2009
Posts: 24
The Remove All Markers is awesome and very useful. Thanks.
Pygon
May 23rd, 2010 11:51 PM

Join date: May 22nd, 2009
Location: Fenton, MI
Posts: 261
I'm happy to report I've assigned the player freedom of damaging and healing their own icons. It's not at a Co-GM level yet, but it's a start.
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