Printable Version of Topic
Dumpshock Forums _ Community Projects _ Jackpoint
Posted by: craigpierce Jan 26 2006, 11:38 PM
current version: Jackpoint One
Jackpoint is a windows based suite of programs for Shadowrun Third Edition. i realize that SR3 is now a legacy system, but perhaps there's still a demand for new products based on it. (and, perhaps one day...if you're good, I'll add SR4 functionality)
here is the link:
http://shadowrun.dinfinity.net
any feedback is appreciated. this is something that i hope many people will enjoy using.
for a current list of bugs and feature suggestions, see the website.
Posted by: Jrayjoker Jan 27 2006, 09:24 PM
Wow. I am impressed. I would love to try out the beta for you.
Posted by: Jrayjoker Jan 27 2006, 09:26 PM
Actually, I would like to see something other than Japaneese symbols on the opening page.
Posted by: craigpierce Jan 27 2006, 11:20 PM
ok, well...only good things so far, so that's good! i want you guys to know that i plan to have the beta up for download within two weeks with at least all of the features mentioned here. I just want to make sure that i have as many bases covered as possible so that hopefully it doesn’t break too much in your guys’ hands
and if I get any feature comments before that two weeks is up, then I’ll look into adding those features before that release (assuming I choose to run with said feature).
thanks again for the support!
Posted by: craigpierce Jan 27 2006, 11:24 PM
| QUOTE (Jrayjoker @ Jan 27 2006, 03:26 PM) |
| Actually, I would like to see something other than Japaneese symbols on the opening page. |
any reason why? i thought it fit well considering shadowrun's setting. i mean, our currency is the

for goodness sakes

but seriously, i
am open to all suggestions, so i would like to know why you don't like the look of the menu.
edit: note: when you mouse over each symbol, text does come up naming that button as what it is (i.e. "Creators", "GM Console", "About", etc.)
Posted by: Churl Beck Jan 28 2006, 07:28 AM
| QUOTE (archimagus) |
| what i was hoping for was feedback on the look (there are screenshots, though of poor quality due to my freeware pdf maker) and on the functionality. |
This looks amazing. Really fantastic. However the choice of kanji has me scratching my head..."fat," "alone," "hide," "car," "west." Umm, ok.
Posted by: Jrayjoker Jan 28 2006, 07:32 AM
The look is fine, I just don't read Japanese. Having the mouse over is good enough for me. Although the translations make me laugh...
Posted by: Tal Jan 28 2006, 10:24 AM
Dear Sweet Dunkie on a pogo-stick. archimagus, I love you.
Aside from the amusing kanji, maybe you could replace the Shadowrun logo with a Jackpoint one? I have a couple of vague ideas for a new opening screen, I'll take a poke around in paintshop and see if I can pull 'em out of my head.
Posted by: nick012000 Jan 28 2006, 10:42 AM
Hmm...
Could you use this as the core of a game engine, I wonder...
Posted by: craigpierce Jan 28 2006, 07:11 PM
| QUOTE (Churl Beck) |
| This looks amazing. Really fantastic. However the choice of kanji has me scratching my head..."fat," "alone," "hide," "car," "west." Umm, ok. |
poopie! i was hoping no one would know what they meant
i got these symbols from istockphoto.com. this website is mostly for photos that people take to sell for profit. it's the 'ebay' of photography - and best of all it's royalty free! so you pay like 1, 2 or 3

for a photo and you own that copy of that photo forever...there are only a few limitations on usage - it's a whole legal thing mostly dealing with photos containing people.
anyway, they do have a section on the site for vectored images and this one guy put up several kanji. so i just chose the one's i liked the look of the best. i wanted to use those specifically because vector is so versatile and i knew i'd be able to do alot with what he'd made (they're grey now with the glow around them).
i was going with a japanese theme to fit with the game's setting (i picture SR kinda like firefly with its mix of american and chinese culture), but i'm really ok with whatever buttons - so i'm starting a poll here and now.
would you rather have:
* these kanji 'cuz you don’t care what the buttons look like
* different kanji…ones that represent words that are more appropriate
* symbols or pictures of some other kind
* normal buttons on the SR logo background
once i get a complete census, i'll change them (or not).
thanks for the feedback everyone! keep it comin'.
Posted by: Jrayjoker Jan 29 2006, 04:45 PM
I vote for more accurate kanji.
Posted by: Jrayjoker Jan 29 2006, 04:47 PM
Quick question. Bear with me, I am a programming noob. Will this be compiled for a specific processor, OS, or whatever (like Intel versus Asus, or XP versus OSX) or cross platform and cross processor?
Posted by: craigpierce Jan 29 2006, 06:39 PM
| QUOTE (Jrayjoker) |
| Quick question. Bear with me, I am a programming noob. Will this be compiled for a specific processor, OS, or whatever (like Intel versus Asus, or XP versus OSX) or cross platform and cross processor? |
oh ya -
it's written in vb.net 2005 - so it will run on any windows machine that has .NET 2.0 installed. Jackpoint's installer will download .NET 2.0 from microsoft's site and install it for you, if you don't already have it. the download takes about 20 minutes over DSL and is something you're most likely going to want soon anyway, now that it's out of its BETA stages.
hope that doesn't toss a wrench into anyone's plans for trying out Jackpoint - i can't believe i didn't list requirements sooner
small announcement: today i broke the 20,000 line mark. i am now sitting at 20,002 lines of code, including the database of stuff like skills, spells, etc.
Posted by: brennanhawkwood Jan 30 2006, 05:30 PM
That looks like a really cool program. I like the look and feel as depicted by the snapshots in the user manual. And while I had no idea which kanji those were, I agree that they shouldn't be entirely random if possible. There are enough people internationally who play SR that someone who speaks japanese is likely to grab this and really wonder.
I'd love to beta test it for you.
Posted by: Jrayjoker Jan 30 2006, 06:16 PM
So, when is beta going to be released at this rate, Mr. 20000 lines of code-dude?
Posted by: Taran Jan 30 2006, 06:45 PM
That is some grade-A user interface design, archimagus. I'm eagerly looking forward to the beta.
Posted by: craigpierce Jan 30 2006, 09:21 PM
thanks for all the support so far - i honestly wasn't sure how this would be received.
and now i'm really looking forward to the release to see how the actual product holds up.
i said within 2 weeks on friday, and so far i'm sticking to that...unless i have less to do than i think or can do it faster than i think. but there's no reason that it'll be any later than 2/12 as a worst-case date.
Posted by: PiXeL01 Jan 30 2006, 10:13 PM
I have to admit this program rocks so far, from the looks of it.
I have no request/suggestion. Is it possible to make a grid map with addable and movable markers for both map building and interactive combat? Would make it every GMs dream
Posted by: craigpierce Jan 30 2006, 10:27 PM
| QUOTE (PiXeL01) |
I have to admit this program rocks so far, from the looks of it.
I have no request/suggestion. Is it possible to make a grid map with addable and movable markers for both map building and interactive combat? Would make it every GMs dream |
wow. good suggestion.
the answer is that i have no idea, but i will definitely look into it.
Posted by: Churl Beck Jan 31 2006, 04:20 AM
If you decide to use different kanji, here are my feeble suggestions.
#1: king (gamemaster)
http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwhalsod.cgi?3439_%B2%A6
god
http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwhalsod.cgi?0912_%BF%C0
#2: make
http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwhalsod.cgi?0068_%BA%EE
#3: change
http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwhalsod.cgi?2069_%CA%D1
#4: nothing
http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwhalsod.cgi?2135_%CC%B5
not yet, future
http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwhalsod.cgi?3506_%CC%A4
#5: notify, inform
http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwhalsod.cgi?2409_%B9%F0
what?
http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwhalsod.cgi?0065_%B2%BF
Of course, these are bitmaps and require permission to use (which I don't imagine would be hard to obtain). Another option is to install a free Japanese font and type them up yourself. I wouldn't recommend drawing them yourself.
Posted by: craigpierce Jan 31 2006, 08:02 AM
thanks beck - i'm not sure exactly what direction i'm gonna go, but trying to find a kanji font is a good idea.
Posted by: eidolon Jan 31 2006, 08:25 AM
OMYFRKNGOWD!!@!@#@$@!#@
Okay. I have just recently started using a computer while I GM (I used to be among the "it'll distract me too much and separate me from my players" crowd. I am now reformed.) I thought I'd revolutionized my games just by keeping word documents with stats and stuff open....
Can I have your drop bear?
Count me in for the Beta testing. I have a five player group that meets for around 10-15 hours every Saturday, so it that doesn't beat it to hell, nothing will.
Posted by: PiXeL01 Jan 31 2006, 10:44 AM
As for kanjies, why not included Kane (Gold or money) http://ww1.baywell.ne.jp/fpweb/drlatham/nihongo/kanji/less7/kane.gif and maybe our beloved nuyen?
Drawing them just take a few tries ... except if through calligraphy. That's just near impossible 
If you use WinXp Japanese fonts are included, you just need to activate them.
Posted by: craigpierce Jan 31 2006, 03:31 PM
| QUOTE ("eidolon") |
| Can I have your drop bear? |
| QUOTE ("eidolon") |
| I have a five player group that meets for around 10-15 hours every Saturday... |
man i wish i could still say that...
Posted by: craigpierce Jan 31 2006, 03:41 PM
| QUOTE (PiXeL01) |
| ...and maybe our beloved nuyen?...If you use WinXp Japanese fonts are included, you just need to activate them. |
using the

is not a bad idea...and thanks for the tip on activating the different fonts...i just did it and am about to reboot now.
i still haven't decided what direction to take with the menu tho...i've been too focused on other parts.
Posted by: okkam Jan 31 2006, 09:41 PM
I would love to help test this software! It looks absolutely excellent.
Cheers,
Okkam
Posted by: craigpierce Feb 2 2006, 04:23 AM
i updated the features list in post one.
Posted by: craigpierce Feb 4 2006, 07:13 PM
| QUOTE (PiXeL01 @ Jan 30 2006, 04:13 PM) |
I have no request/suggestion. Is it possible to make a grid map with addable and movable markers for both map building and interactive combat? Would make it every GMs dream |
well, i only hope i can always say things like this...
done.
*map features:
-size is 30 squares x 30 squares, with one square = 2 meters (roughly)
-there are 10 green 'markers' and 30 red ones (Good Guys and Bad Guys)
-Jackpoint will come with a blank gridPad.jpg for you to open in your favorite .jpg editor (paint, photoshop, etc.) so that you can draw custom maps and then load them onto the screen
-you can draw lines on the blank grid (not savable) or on top of your custom map
-there is a 'Clear All' button that puts all markers back in their starting places and clears all temporary lines from the screen...but no 'eraser' yet to erase only parts of lines. i hope to figure out how to make one sooner or later.
how does that sound?
Posted by: eidolon Feb 4 2006, 07:35 PM
So...um....about to go to game....
any chance of a beta in the next hour or so? 
Can't wait to see it man.
Posted by: runefire32 Feb 4 2006, 09:51 PM
Oh my...yes when can we get a hold of this beautiful thing...
Posted by: craigpierce Feb 4 2006, 11:39 PM
man, i didn't mean to be a tease or anything - but you understand...a guy just can't put out too soon
i doubt i'll be ok with releasing it anytime this week. when you get it i'll still consider it unpolished - but for now it really is too unpolished to release. next weekend will be the unveiling, i promise.
Posted by: PiXeL01 Feb 5 2006, 12:50 AM
| QUOTE (archimagus) |
| QUOTE (PiXeL01 @ Jan 30 2006, 04:13 PM) | I have no request/suggestion. Is it possible to make a grid map with addable and movable markers for both map building and interactive combat? Would make it every GMs dream |
well, i only hope i can always say things like this...
done.
*map features: -size is 30 squares x 30 squares, with one square = 2 meters (roughly) -there are 10 green 'markers' and 30 red ones (Good Guys and Bad Guys) -Jackpoint will come with a blank gridPad.jpg for you to open in your favorite .jpg editor (paint, photoshop, etc.) so that you can draw custom maps and then load them onto the screen -you can draw lines on the blank grid (not savable) or on top of your custom map -there is a 'Clear All' button that puts all markers back in their starting places and clears all temporary lines from the screen...but no 'eraser' yet to erase only parts of lines. i hope to figure out how to make one sooner or later.
how does that sound?
|
I'm not worthy!!! Sounds Great!
Posted by: eidolon Feb 5 2006, 08:12 PM
| QUOTE (archimagus) |
man, i didn't mean to be a tease or anything - but you understand...a guy just can't put out too soon
i doubt i'll be ok with releasing it anytime this week. when you get it i'll still consider it unpolished - but for now it really is too unpolished to release. next weekend will be the unveiling, i promise. |
WHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEokay
Posted by: Tanka Feb 9 2006, 03:30 PM
Me? Excited? No... Well, yes.
Can't wait to try it out!
Posted by: craigpierce Feb 11 2006, 11:34 PM
Ok, so Jackpoint Beta is posted for download. You can visit the first post in this thread to find the link to the site.
Some things i have to explain about Beta:
1. The Character Sheet that opens in your web browser at the save and print stage is very simplistic right now. expect it to look much better in the first actual release.
2. I only have one half-made sample character from SR3 in the system. i plan to have them all made and available in the first release.
3. There is no 'Character Updater' right now - so once you create any characters you can't load them up to change them. This is because i am going to use the 'Character Creater' as the foundation for the Updater, and i want to make sure you guys get the chance to test the creator first so we can weed out all the bugs in it before i copy the code over and modify it for the Updater.
4. the 'about' button leads nowhere right now.
5. I need all the help you can provide. i'm in the midst of changing jobs right now (i start my new job on monday) - so for the next week or 2 if you could just report anything that is wrong/doesn't look good/is missing/etc. i would greatly appreitate it. i'll look on here every day and update all bugs/known issues in the first post, and i'll let them pile up until i've settled into my new position.
as soon as i can, i'll start updating Jackpoint, getting it ready for it's official release (1.0) - but for now i'm looking forward to a little time off from this project while my brain can heal from all the thinking.
i hope everyone finds Jackpoint Beta to be a good foundation to a great SR3 tool (that could one day find a new home in the world of 2070)
Posted by: Tanka Feb 12 2006, 04:15 AM
Well, not many complaints, but here they are nonetheless:
1) Skills. Don't know if it's StyleXP or if it's Jackpoint, but the skills only show up (as in, can be read) if you click them. (After being bought, that is.)
2) BP for skills. When purchasing Assault Rifles 6 with Quickness 5, it subtracts 6 points only, when it should be 7. It does get the correct amount eventually, but the BP display is wrong.
3) Gear. It could be a little more sorted, I feel. It's tough scrolling through tons and tons of 'ware, only to miss it and have to repeat.
Now that that is out of the way...
Posted by: craigpierce Feb 12 2006, 06:25 PM
| QUOTE (tanka @ Feb 11 2006, 10:15 PM) |
| 1) Skills. Don't know if it's StyleXP or if it's Jackpoint, but the skills only show up (as in, can be read) if you click them. (After being bought, that is.) |
to make sure i have this one right...
you buy a skill from the drop-down menu of skills, choose the level you want to buy it at, and then you have to click on the space where it should be in the skills table for it to appear?
what windows style are you using? after you click on said skill, does it appear permanently, or is it only visible while it's selected? does it happen with all types of skills and also with specializations?
as for the other 2 things - i'll be sure to look into them (that's weird about the skills BP cost not working...but i'll be sure to check it out.)
thank you for the testing so far...i need all the help i can get finding any bugs that there may be.
Posted by: craigpierce Feb 12 2006, 06:37 PM
oh, and now that my brain has had some sleep (what the hell happened to SNL last night? am i nuts or did it not come on?)...
critters are something else that are not working at the moment...there is a button for them in the GMConsole, but you cannot add any to play yet.
in the grid map, you can rename the markers with 1-2 alpha-numeric characters of your choosing by right-clicking on them.
there are not many people in the random person generator yet...only a sampling of about 30 so far.
those are the only new notes i can think of for now...
Posted by: Tanka Feb 12 2006, 09:53 PM
| QUOTE (archimagus) |
| you buy a skill from the drop-down menu of skills, choose the level you want to buy it at, and then you have to click on the space where it should be in the skills table for it to appear? |
Yep.
| QUOTE (archimagus) |
| what windows style are you using? after you click on said skill, does it appear permanently, or is it only visible while it's selected? does it happen with all types of skills and also with specializations? |
It's only visible while selected. I didn't test it with Specializations. I'm using Carbon Pro via StyleXP. I did notice that it does something similar with dropdowns on Gaim.
I just switched real quick to the standard XP skin, and Jackpoint looks fine when I view it there. It's just my skin. I'll try to modify it to stop that.
| QUOTE (archimagus) |
as for the other 2 things - i'll be sure to look into them (that's weird about the skills BP cost not working...but i'll be sure to check it out.)
thank you for the testing so far...i need all the help i can get finding any bugs that there may be. |
No problem. I look forward to when it comes out of Beta.
Posted by: craigpierce Feb 12 2006, 11:04 PM
another thing i would like people to test are the generators...most specifically the security system generator. i just want to make sure that it's making realistic security systems.
and remember - it was built to make 'em random, so some may seem off-balance...like having lots of cameras but not much else on a rating 3 system - maybe that company put all of their small security budget into cameras.
but if you hit generate over and over and each system that it makes seems not quite right for the type or rating you selected, please let me know how it seems off so i can tweak the decision-making logic.
an example would be a rating 2 home security system having mono-wire topped fencing...that just wouldn't seem right. a rating > 7 maybe, 'cus now we're probably talkin' about a corp owned neighborhood - but not a 2.
Posted by: craigpierce Feb 13 2006, 12:24 AM
| QUOTE (eidolon) |
When you click "Initiate" in the character creator, the buttons read "OK" and "Cancle". |
yep - i've probably done that a lot.
and thank you both (tanka and eidolon) for the

praise. i just hope more people feel that way about it than not.
Posted by: Taran Feb 13 2006, 12:46 AM
In the GM Console, under "Character Stats", the 'clone' button should reselect the character cloned, so that it's possible to (say) generate six identical gangers by pressing 'clone' six times, rather than having to go back and reselect the original ganger by hand each time.
Also, how do you give an NPC combat pool? My cloned adepts all showed up with a combat pool of zero, and I couldn't figure out how to give them any. Clicking the little arrows did nothing.
The security system creator seems fine. Fewer lines of defense than something I'd write by hand, but since those defenses have to be aware of one another that's a bit outside the scope of a random generator.
The magical group generator is great.
Why is it irreversible to buy knowledge points? You can infer from Intelligence how many knowledge points the character "ought" to have, so it's possible to know how many bought unspent knowledge skill points are remaining. Similarly, buying language skill points with knowledge skill points can be reversed, since you know how many language points are unsellable.
It's friggin' awesome.
Posted by: eidolon Feb 13 2006, 03:48 AM
I seem to have found a fairly nasty bug.
I'm trying to create a full shaman. I set the attributes, make him a full shaman using the drop down, and then start picking skills. This is where I run into the bug.
When I try to give him Sorcery, the box pops up asking me what rating I want it at. When I click a rating and hit okay, it adds "Sorcery/Knowledge/(blank)" to the skills list, and the "pick a rating" box comes right back up. (It charges you build points twice in the process.) When I pick a rating, I get the following error message:
| QUOTE |
Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. This row already belongs to this table. (Debugging info follows.) See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentException: This row already belongs to this table. at System.Data.DataTable.InsertRow(DataRow row, Int32 proposedID, Int32 pos, Boolean fireEvent) at System.Data.DataRowCollection.Add(DataRow row) at Jackpoint.characterCreator.aSkillsComBox_SelectedIndexChanged(Object sender, EventArgs e) at System.Windows.Forms.ComboBox.OnSelectionChangeCommitted(EventArgs e) at System.Windows.Forms.ComboBox.OnSelectionChangeCommittedInternal(EventArgs e) at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m) at System.Windows.Forms.ComboBox.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Documents%20and%20Settings/Daniel/Local%20Settings/Apps/2.0/JEM8OHEY.W45/KNDKVGW1.W31/jack..tion_71bc7fcb18b5dcf1_0001.0000_2f5ce35c4b63c911/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
|
After that second time that I pick a rating, the (active) skill sorcery shows up as "Sorcery/Knowledge/4". After that, I can manually go in and type "Active" in place of "Knowledge", but the build point issue keeps this from really being an adequate work-around. Also, if I try to remove the goofy Sorcery skil entry, it takes the skill off the list, but fails to refund any of the twice-paid build points.
Is this just me that's getting this?
Oh, also, found another typo. In the drop-down for selecting type of magician, Adept is spelled Adapt twice.
Still loving it.
Posted by: Jrayjoker Feb 13 2006, 04:45 AM
Can't get it to load on any of my machines, I am sad.
AMDs, WinXP Pro and home.
I can't help but feel I am missing out.
Posted by: eidolon Feb 13 2006, 05:39 AM
New ?bug?.
I got this error message, the gist of which was that it couldn't find the file "Jackpoint>JPFs>DBs>Stuff.xml"
I got to looking, and it appears that nearly every file was installed with the extention ".jpf". I backed up the Stuff.jpf file in another folder, and renamed the original to "Stuff.xml" and it fixed the problem.
I'm wondering if everything is supposed to be an xml file? Right now, I'm just going to keep playing with things until I get bugs and see if I can't figure out how to work around them.
I guess my main question regarding this one is how is everything supposed to look when installed? What are the various files supposed to be? (as in XML, JPF, etc.) Should I just rename everything as XML files? And if so, any clues as to why it would have installed everything so wonky? I'm wondering if it's just my machine.
Posted by: eidolon Feb 13 2006, 05:54 AM
New bug.
I added the edge "Bonus Charisma Point", but then decided that I'd rather the character have a bonus intelligence point, so I removed "Charisma Point". However, when I tried to then give him the bonus intelligence point, it gave me a dialog box that said "You have already used the Bonus Attribute Edge to raise an attribute above it's limit" and wouldn't let me do it.
New bug.
Before I describe it, I should note that this only comes up when you try to use the program in a manner other than intended: typing things directly in rather than selecting them through buttons. Therefore, it isn't so much a bug as something you might want to consider making impossible to do. You'll see why:
Under edges and flaws: You can type in anything you like into the boxes (this isn't the bug). For example, I typed in "Cool Hair Cut" and gave it a value of 5.
First part of bug: When I assign a typed in value to something, it doesn't reflect in the "points left" box.
Second part: Then, I highlighted Cool Hair Cut and hit "Remove". When I removed it, it gave me 5 free build points.
Munchkins are gonna love this. SHHHHHHH, don't tell them.
Posted by: eidolon Feb 13 2006, 06:07 AM
Oops. It appears that when the program is starting up, it looks for the file "Stuff.jpf". Since I had changed Stuff to an XML to work around the other problem I was having, it wouldn't start correctly.
Current workaround seems to be keeping a copy of Stuff as both an XML (see above for why) and as a JPF. Testing now...
Program opens normally if both files are present in DBs directory.
Posted by: eidolon Feb 13 2006, 06:43 AM
This seems to be more stylistic than anything, but when buying cyber, if you select something at alpha, and the math causes it to be a repeating number (my alpha headware 200MP ended up being .6666666666666666667 E, for example) it actually carries it out for several decimals before rounding. I don't know if this is intentional for calculation purposes, unintentional but does factor in to the calculations, or something that could be limited without any effect.
Posted by: eidolon Feb 13 2006, 07:21 AM
When purchasing gear, I ran into the following:
When you input a new vehicle, there is no way to put in both handling ratings. The program will not allow a slash in the input box, so you can only put one or the other.
Also, above the box, "handling" is spelled "handleing".
The typo things are minor, to be sure, but I figure you'd want to know about them.
Also, I continue to be amazed at the amount of detail and effort you put into this. It's fantastic.
(And eventually, I'll get into the rest of the program. Right now I'm focusing on the character generator because I've been waiting for a decent, non spreadsheet character generator for a long time.)
Posted by: eidolon Feb 13 2006, 07:36 AM
ignore
Posted by: eidolon Feb 13 2006, 07:41 AM
It took me this long to see that one of the selections for "Character is" is "An Idiot."
Don't change this. It's vital. 
Was it intentional for the program to "warn" me that the character doesn't have an adrenal pump every time I mark damage? (Honestly, I would think that not having one is more a rule than an exception.)
Gotta hit the sack now. I'll mess with it more over the week.
Posted by: craigpierce Feb 13 2006, 03:05 PM
| QUOTE (Taran @ Feb 12 2006, 06:46 PM) |
| In the GM Console, under "Character Stats", the 'clone' button should reselect the character cloned, so that it's possible to (say) generate six identical gangers by pressing 'clone' six times, rather than having to go back and reselect the original ganger by hand each time. |
excellent point...i will definitely fix that.
| QUOTE (Taran @ Feb 12 2006, 06:46 PM) |
| Also, how do you give an NPC combat pool? My cloned adepts all showed up with a combat pool of zero, and I couldn't figure out how to give them any. Clicking the little arrows did nothing. |
you can't at the moment. reason being that i didn't make the character updater yet because i wanted to use the character creator as my foundation - but i wanted to have you guys test the creator first and weed out all bugs before i then copy it and modify it to be the updater. and again, sorry for only 1/2 creating 1 sample character...i just didn't have time or energy to do more for the beta release.
| QUOTE (Taran @ Feb 12 2006, 06:46 PM) |
| The security system creator seems fine. Fewer lines of defense than something I'd write by hand, but since those defenses have to be aware of one another that's a bit outside the scope of a random generator. |
i'm glad to hear it seems to work ok. i do want to expand it later, but i figured this was a good start.
| QUOTE (Taran @ Feb 12 2006, 06:46 PM) |
| The magical group generator is great. |
good
| QUOTE (Taran @ Feb 12 2006, 06:46 PM) |
| Why is it irreversible to buy knowledge points?... |
lazyness. i will come up with a purchace/spend back system for both.
| QUOTE (Taran @ Feb 12 2006, 06:46 PM) |
| It's friggin' awesome. |
thanks
Posted by: craigpierce Feb 13 2006, 03:23 PM
| QUOTE (eidolon @ Feb 12 2006, 09:48 PM) |
I seem to have found a fairly nasty bug. I'm trying to create a full shaman. I set the attributes, make him a full shaman using the drop down, and then start picking skills. This is where I run into the bug. When I try to give him Sorcery, the box pops up asking me what rating I want it at. When I click a rating and hit okay, it adds "Sorcery/Knowledge/(blank)" to the skills list, and the "pick a rating" box comes right back up. (It charges you build points twice in the process.) When I pick a rating, I get the following error message:... |
i know exactly why this happened, and i will go through the database again (i've done it once already) to find any other occurrences of this flaw.
the 'Sorcery' skill is in the database twice, once as an active skill and once as a knowledge skill. 2 skills cannot have the same name...'Sorcery' the knowledge skill needs to be changed to 'Sorcery Background', or something that is more appropriate to what it is. (i can only assume for now that i meant for it to be the background skill)
| QUOTE (eidolon @ Feb 12 2006, 09:48 PM) |
Oh, also, found another typo. In the drop-down for selecting type of magician, Adept is spelled Adapt twice.  |
adapt

that's funny - i'll change it. and just keep pointing out those misspellings 'cus i'm sure there's a lot of 'em.
| QUOTE (eidolon @ Feb 12 2006, 09:48 PM) |
| Still loving it. |
good
Posted by: craigpierce Feb 13 2006, 03:40 PM
| QUOTE (eidolon @ Feb 12 2006, 11:39 PM) |
New ?bug?.
I got this error message, the gist of which was that it couldn't find the file "Jackpoint>JPFs>DBs>Stuff.xml"
I got to looking, and it appears that nearly every file was installed with the extention ".jpf". I backed up the Stuff.jpf file in another folder, and renamed the original to "Stuff.xml" and it fixed the problem.
I'm wondering if everything is supposed to be an xml file? Right now, I'm just going to keep playing with things until I get bugs and see if I can't figure out how to work around them.
I guess my main question regarding this one is how is everything supposed to look when installed? What are the various files supposed to be? (as in XML, JPF, etc.) Should I just rename everything as XML files? And if so, any clues as to why it would have installed everything so wonky? I'm wondering if it's just my machine. |
at which point in the program did you run into this message?
everything in the 'JPFs' folder is supposed to be .jpf - everything in the 'GMFs' folder should be .gmf
Posted by: craigpierce Feb 13 2006, 03:42 PM
| QUOTE (Jrayjoker @ Feb 12 2006, 10:45 PM) |
Can't get it to load on any of my machines, I am sad.
AMDs, WinXP Pro and home.
I can't help but feel I am missing out. |
aw crap!
i'll see if i can track down an AMD box to test it on. any chance you can tell me exactly what happens when you try to install?
Posted by: craigpierce Feb 13 2006, 03:43 PM
| QUOTE (eidolon @ Feb 12 2006, 11:54 PM) |
New bug.
I added the edge "Bonus Charisma Point", but then decided that I'd rather the character have a bonus intelligence point, so I removed "Charisma Point". However, when I tried to then give him the bonus intelligence point, it gave me a dialog box that said "You have already used the Bonus Attribute Edge to raise an attribute above it's limit" and wouldn't let me do it. |
ok - this one's fixable too...by rules, you can use the bonus attribute edge to raise one (and only one) of your attributes above it's normal limit. i have a flag in the program that gets 'checked' when someone does raise one attribute over it's normal limit, so that they cannot do it again on another...i guess i missed 'unchecking' this flag when removing the bonus attribute edge that raised it.
| QUOTE (eidolon @ Feb 12 2006, 11:54 PM) |
New bug.
Before I describe it, I should note that this only comes up when you try to use the program in a manner other than intended: typing things directly in rather than selecting them through buttons. Therefore, it isn't so much a bug as something you might want to consider making impossible to do. You'll see why:
Under edges and flaws: You can type in anything you like into the boxes (this isn't the bug). For example, I typed in "Cool Hair Cut" and gave it a value of 5.
First part of bug: When I assign a typed in value to something, it doesn't reflect in the "points left" box.
Second part: Then, I highlighted Cool Hair Cut and hit "Remove". When I removed it, it gave me 5 free build points. Munchkins are gonna love this. SHHHHHHH, don't tell them. |
the reason i didn't make all the tables read-only was that some of them have notes fields that i wanted people to be able to use for adding notes. i can see now i'm going to have find another solution.
Posted by: craigpierce Feb 13 2006, 03:52 PM
| QUOTE (eidolon) |
| This seems to be more stylistic than anything, but when buying cyber, if you select something at alpha, and the math causes it to be a repeating number (my alpha headware 200MP ended up being .6666666666666666667 E, for example) it actually carries it out for several decimals before rounding. I don't know if this is intentional for calculation purposes, unintentional but does factor in to the calculations, or something that could be limited without any effect. |
i will look at that - thanks!
Posted by: craigpierce Feb 13 2006, 03:53 PM
| QUOTE (eidolon @ Feb 13 2006, 01:21 AM) |
When purchasing gear, I ran into the following:
When you input a new vehicle, there is no way to put in both handling ratings. The program will not allow a slash in the input box, so you can only put one or the other. |
ok, i knew i'd miss something with either adding cyberdecks or vehicles...i created those input windows at the last minute and i knew i'd mess something up. i'll fix it.
| QUOTE (eidolon @ Feb 13 2006, 01:21 AM) |
Also, above the box, "handling" is spelled "handleing".
The typo things are minor, to be sure, but I figure you'd want to know about them. |
i do want to know about every last one.
| QUOTE (eidolon @ Feb 13 2006, 01:21 AM) |
Also, I continue to be amazed at the amount of detail and effort you put into this. It's fantastic.
(And eventually, I'll get into the rest of the program. Right now I'm focusing on the character generator because I've been waiting for a decent, non spreadsheet character generator for a long time.) |

and with everyone's help pointing out my mistakes, this will hopefully be a 'decent' program suite.
Posted by: craigpierce Feb 13 2006, 03:58 PM
| QUOTE (eidolon @ Feb 13 2006, 01:41 AM) |
It took me this long to see that one of the selections for "Character is" is "An Idiot."
Don't change this. It's vital.  |
| QUOTE (eidolon @ Feb 13 2006, 01:41 AM) |
| Was it intentional for the program to "warn" me that the character doesn't have an adrenal pump every time I mark damage? (Honestly, I would think that not having one is more a rule than an exception.) |
nope - another bug...it checks every character to see if they have one, so it can turn it on if they do (since pain activates it)...but it's only supposed to warn you that they don't have one if you try and check the 'Pumping Adrenalen' box under 'Character is:' and they don't have one.
| QUOTE (eidolon @ Feb 13 2006, 01:41 AM) |
| ...I'll mess with it more over the week. |
good - please do...i obviously need the help!
Posted by: eidolon Feb 13 2006, 03:59 PM
Gotta head to work right now, I'll see if I can duplicate that error this afternoon and I'll let you know where it hits.
Posted by: craigpierce Feb 13 2006, 04:01 PM
| QUOTE (eidolon @ Feb 13 2006, 09:59 AM) |
| Gotta head to work right now, I'll see if I can duplicate that error this afternoon and I'll let you know where it hits. |
cool - thanks
Posted by: craigpierce Feb 13 2006, 04:09 PM
| QUOTE (Snowduck @ Feb 13 2006, 06:16 AM) |
...a few flaws 1. Force 4 Air elementals do not have 27 ini dice.  2. When you mark damage the program complains that the selected character do not have a adrenal pump. 3. The program does not compute reaction ratings acurately. 4. When you roll a closed test roll, the rule of 6 is not applied. |
1. you are correct - i'll look at that.
2. eidolon also pointed this out...i'll look at that too.
3. any chance you could provide an example or 2 of what the attributes where and what the incorect reaction came to be?
4. isn't that correct? a closed test roll should not apply the rule of 6, and an open test should. (hence the reason it's 'open')
| QUOTE (Snowduck @ Feb 13 2006, 06:16 AM) |
...a few suggestions. 1. The perception test box does not allow different t# for different characters due to low-light, thermografic etc. It would be nice if you could define vision type/ hearing amps etc. when you create the character.
2. The combat map is wonderfull, but we need a little more features A. zoom in/out B. the god/bad guy markers need to have something that shows what direction the character is facing. C. a range ruler, so you can tjeck the range from one person to another D. If you could make the good guy/ bad guy markers skinnable it would be awesome!! I can contribute with icons if you want it. E. We need a few vehicle markers.
|
1. it does actually. you probably didn't get the users guide (which i meant to include in the download and didn't

), so i'll explain:
if you are making a vision test and the character has low-light (for example), then select said character and then click on "Augmented Vision" and then on "Low-Light Vision" under the heading "Per-Character Modifiers"...this will apply the correct modifiers to that person only.
i didn't add hearing amp to the sound test because i didn't see it in the table of perception test modifiers in SR3...i'll look into that.
2. the map is rather complex...i'm not sure how much i'll be able to do with it in the future, but i do want to make it as flexable as i can. (i.e. i don't know if skins and zooming will be possible)
E. the vehicle markers idea is a great one!
C. would you need a range ruler if you knew that 1 space is 2 meters? i meant to put something like "1 block = 2 meters" on the screen somewhere, but forgot.
B. and i do want to make the markers rotateable to show better direction.
| QUOTE (Snowduck @ Feb 13 2006, 06:16 AM) |
Wonderfull, awesome program! Shadowrun is such a complex, time-consuming system to play that we really need to design programs like yours to speed up the gameplay. I particularly enjoy the automated perception tjecks and the combat maps. I intend to test out the program with my group in 2-3 weeks. I have a 15.4" laptop that I can use to show the combat map to my players. It's gonna be great!  |
thank you
i'm starting my first programing job today

with the excitement of that and all of this talk about the bugs in my system, i may just have Beta2 ready by the time you meet with your group.
Posted by: Jrayjoker Feb 13 2006, 05:06 PM
| QUOTE (archimagus) |
| QUOTE (Jrayjoker @ Feb 12 2006, 10:45 PM) | Can't get it to load on any of my machines, I am sad.
AMDs, WinXP Pro and home.
I can't help but feel I am missing out. |
aw crap!
i'll see if i can track down an AMD box to test it on. any chance you can tell me exactly what happens when you try to install?
|
I'll work on it, I do know that the .net stuff downloaded fine, but when I ran the program it said something like, "can't download the application," or something like that.
I will give you more exact information in the following days.
Thanks.
Posted by: Tanka Feb 13 2006, 05:11 PM
Did you have an active firewall that could've blocked the program?
Try running it as an Administrator (if you aren't one) and with the firewall turned down/off.
That seems to fix a lot of installation problems that I've had.
Posted by: Jrayjoker Feb 13 2006, 06:30 PM
| QUOTE (tanka) |
Did you have an active firewall that could've blocked the program?
Try running it as an Administrator (if you aren't one) and with the firewall turned down/off.
That seems to fix a lot of installation problems that I've had. |
Yeah, I use the windows firewall, but the stuff from .Net should be trusted (accepted certificates and all that) and I run as administrator. I will play around with it and see what is what later in the week.

If it isn't reproducable outside my little network I will put on a dunce cap and do a happy dance, all the while declaring my ignorance of all things computer.
Posted by: Tanka Feb 13 2006, 06:40 PM
Well, good luck to you. It really is a wonderful tool. Once it gets out of beta, I'll be spreading the word all over the place.
Posted by: craigpierce Feb 13 2006, 07:16 PM
| QUOTE (tanka @ Feb 13 2006, 12:40 PM) |
| It really is a wonderful tool. Once it gets out of beta, I'll be spreading the word all over the place. |

it's nice to have that kind of support already!
Posted by: craigpierce Feb 13 2006, 07:19 PM
| QUOTE (Jrayjoker) |
| I will play around with it and see what is what later in the week. |
let me know what you find out!
in the meantime, i'm still gonna try to track down at least a non-intel PC to load it onto.
Posted by: Tanka Feb 13 2006, 07:48 PM
I'll try having one of my friends install it on his AMD system and let you know what comes of it.
Posted by: Aku Feb 13 2006, 08:45 PM
following instructions helps too. it wasnt until i actually read the directions i realized it wants to be installed in a particular place. is there any chance that can be changed?
Posted by: Tanka Feb 13 2006, 08:48 PM
| QUOTE (Aku) |
| following instructions helps too. it wasnt until i actually read the directions i realized it wants to be installed in a particular place. is there any chance that can be changed? |
*facepalm*
I'd like to see that implemented too. I tend to install things to /bin/ (yes, on an XP system) simply because /Program Files/ is where I normally leave Windows things to do their business.
Posted by: craigpierce Feb 13 2006, 09:20 PM
| QUOTE (Tanka) |
| I'll try having one of my friends install it on his AMD system and let you know what comes of it. |
thanks!
Posted by: craigpierce Feb 13 2006, 09:20 PM
| QUOTE (Aku) |
| following instructions helps too. it wasnt until i actually read the directions i realized it wants to be installed in a particular place. is there any chance that can be changed? |
| QUOTE (Tanka) |
| I'd like to see that implemented too. I tend to install things to /bin/ (yes, on an XP system) simply because /Program Files/ is where I normally leave Windows things to do their business. |
i will see what i can do about this...for now the end-user installation part is a learning curve for me.
Posted by: Chibu Feb 13 2006, 10:05 PM
I'm up for beta as well. Tanka sent me the link and asked me to try it out becuase of something about it not working on AMD processors. I'm using an Athlon XP something or other (i don't remember becuase I fried my last processor from OCing it too much for about 8 months) and it seems to work fine. I would like to note that you should change the requirement from the folder being in"C:\program files" to "%program_dir%" or whatever it is. I had to make the "program files" folder, and I don't like program files. I went to all this trouble to get rid of it and now i had to make it again >_<
But other than that, the program DOES, in fact, work on AMD processors, or at least, It works on my box (XP, SP2, 1gb ram, Radeon graphics, DFI mobo). So yeah...
Posted by: PiXeL01 Feb 13 2006, 10:16 PM
I'm using a Athlon 64 and it works on my setup at least.
I havent toyed alot with it yet BUT so far it looks awesome
I wonder if this is a bug though: I wasnt able to draw anything on the map. Nor was I able to change the BP for char creation ... Maybe I just need to toy around some more
Posted by: craigpierce Feb 14 2006, 12:30 AM
| QUOTE (chibu) |
| ...the program DOES, in fact, work on AMD processors, or at least, It works on my box ... |
| QUOTE (PiXeL01) |
| I'm using a Athlon 64 and it works on my setup at least... |
i'm glad to hear that it does work on the non-intel boxes...thanks!
Posted by: craigpierce Feb 14 2006, 12:32 AM
| QUOTE (PiXeL01) |
| I wasnt able to draw anything on the map. |
i don't think i explained how this works...
once you click on the 'start draw' button, you can then click on 2 spots on the map and a line will be drawn between those two spots...from there you simply continue to click in new places and the line will continue to be drawn 'etch-a-sketch' style until you click on 'stop draw'. from there you can stop drawing, or you can click on start draw again to start the process over (click in 2 spots to make one new line, and then 1 spot each time after will continue the line.)
i hope that makes sense...
| QUOTE (PiXeL01) |
| Nor was I able to change the BP for char creation... |
do you mean you couldn't find the button for changing the BPs, or it wouldn't let you? if it's the former, then it's located at the bottom of the edges/flaws page. if it's the latter, can you elaborate on what happens when you try to change the amount?
Posted by: Jrayjoker Feb 14 2006, 03:50 AM
This is me dancing around in my dunce cap, proclaiming my ignorance!
Posted by: eidolon Feb 14 2006, 03:51 AM
On the "open test" issue:
An open test is one in which the target number for your roll is set by the highest number generated by an opponent's roll. It uses the rule of six.
A success test is one in which you're rolling against a predetermined target number.
OTOH, the only roll that doesn't use the rule of six is initiative (unless they have the Adrenaline Surge edge or something like that).
Back to bug hunting. I'll see if I can't pin down that one I was telling you about and post more details.
Posted by: eidolon Feb 14 2006, 04:04 AM
New ?bug?:
Specializations don't really render correctly. For example, I gave a ganger I'm making the Etiquette active skill at a 3, and I wanted him to specialize in "Seattle Go Gangs", making his final skill: Etiquette (Seattle Go Gangs) 2 (4).
I added the active skill, and then pressed "New Skill/Specialization". I typed in "Seattle Go Gangs" as the name, left type as "Specialization", and entered "None.01" as the book/page number (since it's required, but I made it up). However, the rating box won't allow you to up-arrow to anything above a 1. It will let you reduce it to 0, but that's not very useful
. I tried to enter "4" manually, only to have it revert back to a 1 as I clicked "Okay".
I thought I had found a workaround, in that you can select the specialization after it's added and increase it to the proper rating. (This correctly does not charge you more BPs, so that's working right.) However, when you try to reduce the base skill by one, it gives you back a BP when it should just stay the same.
Also in the "New Skill/Specialization" box, the tab order is wonky. It starts in "Name", then goes to type, rating, then Okay, then Cancel, and last it goes to Book.page. Might want to see if you can get Book.page in there after rating.
New Bug:
When you try to add the "Illiterate" flaw, it gives you the warning about losing your knowledge and language skills and gives you the opportunity to hit either Okay or Cancel, but it adds it and charges you the points and erases the skills regardless of which button you push.
Posted by: craigpierce Feb 14 2006, 04:35 AM
| QUOTE (eidolon @ Feb 13 2006, 09:51 PM) |
On the "open test" issue:
An open test is one in which the target number for your roll is set by the highest number generated by an opponent's roll. It uses the rule of six.
A success test is one in which you're rolling against a predetermined target number. |
oh ya...duh!
thanks...i'll be changing that!
Posted by: eidolon Feb 14 2006, 04:44 AM
NP 
I'm creating a character right now, and I just realized that the XML hunting bug happened before where I am now, and of course I forgot to disable my workaround before starting. After I finish this character, I'll move the .xml version of Stuff and start over and post when it hits.
Something that you might consider adding to the skill structure:
It's optional that the GM may allow a character to automatically have a background skill of 3 less than the active skill. For example, Pistols:6 would grant you Pistols Backgroung:3.
Perhaps you could add a check-box that would allow the program to take this into account? It could run a check when you add an active skill and automatically add in the background skill when you hit rating 4, or (and probably better), it could simply account for the automatically granted points and only display the background skill and factor out the cost if you spend extra points on it.
Right now, if I as a GM want to use that option, I still have to spend full points on a background skill. I'd like the character to have Pistols:4 and Pistols Background:3. Under the optional rule, it should only cost 2 knowledge skill points, since he would start off with Pistols Background:1 before I officially gave it to him.
Currently, you can sorta go around this by only "officially" adding the points needed to bring the background skill up to where you want it, and then just go into the rating box and correct the number manually.
Let me know if that doesn't make sense, it sounds kinda convoluted when I read it back to myself. 
Also, "Electronics" appears twice in the knowledge skills list.
Posted by: craigpierce Feb 14 2006, 04:57 AM
| QUOTE (eidolon) |
New ?bug?:
Specializations don't really render correctly. For example, I gave a ganger I'm making the Etiquette active skill at a 3, and I wanted him to specialize in "Seattle Go Gangs", making his final skill: Etiquette (Seattle Go Gangs) 2 (4).
I added the active skill, and then pressed "New Skill/Specialization". I typed in "Seattle Go Gangs" as the name, left type as "Specialization", and entered "None.01" as the book/page number (since it's required, but I made it up). However, the rating box won't allow you to up-arrow to anything above a 1. It will let you reduce it to 0, but that's not very useful . I tried to enter "4" manually, only to have it revert back to a 1 as I clicked "Okay".
I thought I had found a workaround, in that you can select the specialization after it's added and increase it to the proper rating. (This correctly does not charge you more BPs, so that's working right.) However, when you try to reduce the base skill by one, it gives you back a BP when it should just stay the same.
Also in the "New Skill/Specialization" box, the tab order is wonky. It starts in "Name", then goes to type, rating, then Okay, then Cancel, and last it goes to Book.page. Might want to see if you can get Book.page in there after rating.
New Bug:
When you try to add the "Illiterate" flaw, it gives you the warning about losing your knowledge and language skills and gives you the opportunity to hit either Okay or Cancel, but it adds it and charges you the points and erases the skills regardless of which button you push. |
A. the book is never required. i'll change that (i'll bet it says that all fields are required, doesn't it?)...just know that that label at the bottom of the window is wrong - the book is never required (since i know people will make stuff up, and that's just fine by me). of course, you could work something up like:
CbCP.0 = Created by Craig Pierce page 0
you know...now that i think about it, i need to check and make sure that having these blank book attributes or made up books will work. no matter what, they will work by the next release.
B. i made it so that a specialization couldn't be higher than 1 at character gen. because i thought that was the rule, but now i can't find anything about that.
i will work specializations over again...i don't think i limited them to only 1 per base skill, and that is a rule i can find.
C. i'll fix the tab order on the new skills window.
D. i'll fix the cancle button on the illiterate flaw warning.
thanks again from some great bug finds!
Posted by: eidolon Feb 14 2006, 05:04 AM
Yeah, it says all field required.
If it makes you feel better, it does allow custom book entries. I could swear there was one yesterday that wouldn't let me leave the book entry blank though. I'll let you know if I find it.
The rule regarding specializing is on page 82, SR3.
Basically, when you choose a specialization, you add the specialization in parentheses at one higher than the points spent, and drop the base skill by one.
So:
Pistols: 6 [cost- 6 points] specializes to
Pistols (Predator II): 5 (7) [cost=6 points]
And you're welcome. I love doing this kind of stuff.
Posted by: craigpierce Feb 14 2006, 05:04 AM
| QUOTE (eidolon @ Feb 13 2006, 10:44 PM) |
Something that you might consider adding to the skill structure:
It's optional that the GM may allow a character to automatically have a background skill of 3 less than the active skill. For example, Pistols:6 would grant you Pistols Backgroung:3.
Perhaps you could add a check-box that would allow the program to take this into account? It could run a check when you add an active skill and automatically add in the background skill when you hit rating 4, or (and probably better), it could simply account for the automatically granted points and only display the background skill and factor out the cost if you spend extra points on it. |
i may add that check box, but for now you can uncheck the 'spending' check box to give your character all the free skills you want

oh, and can you tell me what page of what book this optional rule is on?
Posted by: eidolon Feb 14 2006, 05:07 AM
Ah-hah! I hadn't even noticed that one.
Oh, come to think of it, last night I unchecked the "availability" box because I was inputting a fixer (and he can have anything he wants
), and tried to buy a rating 13+ credstick. It wouldn't let me, even though the box was unchecked. I think it was letting me buy a rating 10 though, so it sort works.
Sure thing, optional rule on background skills is on page 90, SR3. "Background Knowledge" section, last paragraph.
Posted by: craigpierce Feb 14 2006, 05:17 AM
| QUOTE (eidolon) |
Oh, come to think of it, last night I unchecked the "availability" box because I was inputting a fixer (and he can have anything he wants ), and tried to buy a rating 13+ credstick. It wouldn't let me, even though the box was unchecked. I think it was letting me buy a rating 10 though, so it sort works. |
ok...i'll look into that.
| QUOTE (eidolon) |
| Sure thing, optional rule on background skills is on page 90, SR3. "Background Knowledge" section, last paragraph. |
bad-ass. thanks a million

!
Posted by: eidolon Feb 14 2006, 05:23 AM
No sweat, man. 
Suggestion:
For firearms, having range listed as 0-Max isn't very useful, because knowing what range the target is at is how you set the base target number.
Perhaps you could enter the weapon ranges as shown in the chart, tag each "set" of ranges with it's respective weapon type, and then have the full set of ranges show up in the range box. Also, for custom-entered weapons, rather than have the range box be for just typing in numbers, make it a drop box with a list of the weapon categories, and when you select the weapon's category, it automatically displays the correct ranges.
Example:
I decide to make a pistol called the Taurus Cowboy. I want it to be a heavy pistol, so when I'm entering its stats, I simply choose "Heavy Pistol" from the "Range" drop-down menu, and when I hit "Okay" it displays the pistol's range as "0-5/6-20/21-40/41-60".
I don't know how feasible it is, but it would improve the functionality since you wouldn't have to look elsewhere to see how exactly that "0-60" is broken down.
Posted by: eidolon Feb 14 2006, 06:37 AM
Also, the specializations don't stay linked to their parent active skill in the skills list if you sort the skills.
Posted by: eidolon Feb 14 2006, 06:51 AM
Found a bug when I pressed "Save & Print" with this character.
| QUOTE |
Conversion from type 'DBNull' to type 'String' is not valid.
Details:
[ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.InvalidCastException: Conversion from type 'DBNull' to type 'String' is not valid. at Microsoft.VisualBasic.CompilerServices.Conversions.ToString(Object Value) at Jackpoint.characterCreator.saveCharacter_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Documents%20and%20Settings/Daniel/Local%20Settings/Apps/2.0/JEM8OHEY.W45/KNDKVGW1.W31/jack..tion_71bc7fcb18b5dcf1_0001.0000_617d14b4404b2122/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
|
It saved the character, but it popped up the error box and didn't present the printable version.
Posted by: eidolon Feb 14 2006, 07:28 AM
Hmm...
After that last error, I just hit "Continue" and closed out the character creator.
Then, I opened the GM console and tried to load up that last character I made. It gave me an error (which I stupidly didn't copy down
), so I closed the GM Console to re-open it. When I click "GM Console" it gives me the following error:
| QUOTE |
Unexpected end of file has occurred. The following elements are not closed: characters. Line 5, position 17998.
Details:
[ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.Xml.XmlException: Unexpected end of file has occurred. The following elements are not closed: characters. Line 5, position 17998. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.Throw(String res, String arg) at System.Xml.XmlTextReaderImpl.ThrowUnclosedElements() at System.Xml.XmlTextReaderImpl.ParseElementContent() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.XmlTextReader.Read() at System.Xml.XmlLoader.ReadCurrentNode(XmlDocument doc, XmlReader reader) at System.Xml.XmlDocument.ReadNode(XmlReader reader) at System.Data.DataSet.ReadXml(XmlReader reader, XmlReadMode mode, Boolean denyResolving) at System.Data.DataSet.ReadXml(String fileName, XmlReadMode mode) at Jackpoint.gmConsole.createCharactersDS() at Jackpoint.gmConsole.gmConsole_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ContainerControl.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Documents%20and%20Settings/Daniel/Local%20Settings/Apps/2.0/JEM8OHEY.W45/KNDKVGW1.W31/jack..tion_71bc7fcb18b5dcf1_0001.0000_617d14b4404b2122/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
|
When I hit "Continue", it opens the GM Console, but with no characters loaded. It let me load one character that I made (the one that saved and partially presented a print page), but then when I try to load the one I just made (the one that saved but gave the error just now) I got this error:
| QUOTE |
Unexpected end of file has occurred. The following elements are not closed: character, aCharacter. Line 3, position 5650.
Details:
[ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.Xml.XmlException: Unexpected end of file has occurred. The following elements are not closed: character, aCharacter. Line 3, position 5650. at Microsoft.VisualBasic.CompilerServices.Symbols.Container.InvokeMethod(Method TargetProcedure, Object[] Arguments, Boolean[] CopyBack, BindingFlags Flags) at Microsoft.VisualBasic.CompilerServices.NewLateBinding.CallMethod(Container BaseReference, String MethodName, Object[] Arguments, String[] ArgumentNames, Type[] TypeArguments, Boolean[] CopyBack, BindingFlags InvocationFlags, Boolean ReportErrors, ResolutionFailure& Failure) at Microsoft.VisualBasic.CompilerServices.NewLateBinding.LateCall(Object Instance, Type Type, String MemberName, Object[] Arguments, String[] ArgumentNames, Type[] TypeArguments, Boolean[] CopyBack, Boolean IgnoreReturn) at Jackpoint.gmConsole.AddNPC_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Documents%20and%20Settings/Daniel/Local%20Settings/Apps/2.0/JEM8OHEY.W45/KNDKVGW1.W31/jack..tion_71bc7fcb18b5dcf1_0001.0000_617d14b4404b2122/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
|
When that didn't work, I tried loading the default Adept character and got the following error:
| QUOTE |
The process cannot access the file 'C:\Program Files\Jackpoint\JPFs\Characters.jpf' because it is being used by another process.
Details:
[ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.IO.IOException: The process cannot access the file 'C:\Program Files\Jackpoint\JPFs\Characters.jpf' because it is being used by another process. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share) at System.Xml.XmlWriter.Create(String outputFileName, XmlWriterSettings settings) at System.Xml.XmlWriter.Create(String outputFileName) at Jackpoint.gmConsole.AddNPC_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Documents%20and%20Settings/Daniel/Local%20Settings/Apps/2.0/JEM8OHEY.W45/KNDKVGW1.W31/jack..tion_71bc7fcb18b5dcf1_0001.0000_617d14b4404b2122/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
|
All of these errors persisted after closing and restarting the program.
Looking in the character's jpg file, I see that the save process abruptly ended when it got to the first weapon I created. I don't know if there's any reason or if that's a bug in and of itself. Here's the jpf's contents:
[ Spoiler ]
<?xml version="1.0" encoding="utf-8"?>
<aCharacter>
<character>
<id>0</id>
<type>PC</type>
<name>Hank</name>
<realName>NPC Daniel-YotC)</realName>
<race>Troll</race>
<gender>male</gender>
<age>18</age>
<magicType>Non-Magical</magicType>
<descrip>A member of the Rusted Stillettos, Hank is pretty much just a big guy that loves a good time. He's fiercely loyal to his friends, and as loyal to the gang as he has to be. He loves beer of all kinds, and will drink with just about anyone.
Hank hangs out occasionally at Rusty's garage, and always tries to bring a six pack along. He enjoys watching Rusty tinker, and is waiting for the right moment to ask Rusty to teach him to be a motorcycle mechanic. </descrip>
<notes/>
<currentInit>0</currentInit>
<body>10</body>
<augBody>10</augBody>
<str>8</str>
<augStr>8</augStr>
<quick>4</quick>
<augQuick>4</augQuick>
<intel>4</intel>
<augIntel>4</augIntel>
<will>4</will>
<augWill>4</augWill>
<char>3</char>
<augChar>3</augChar>
<initDice>1</initDice>
<augInitDice>1</augInitDice>
<react>4</react>
<augReact>4</augReact>
<animalBody>0</animalBody>
<animalStr>0</animalStr>
<animalQuick>0</animalQuick>
<animalReact>0</animalReact>
<magic>0</magic>
<adeptMagic />
<initiateGrade />
<essence>5.2</essence>
<essenceIndex>8.2</essenceIndex>
<bioIndex>0</bioIndex>
<goodKarma>0</goodKarma>
<karmaPool>1</karmaPool>
<karmaPoolUsed>0</karmaPoolUsed>
<totalKarma>0</totalKarma>
<combatPool>6</combatPool>
<combatPoolUsed>0</combatPoolUsed>
<animalCombatPool>0</animalCombatPool>
<animalCombatPoolUsed>0</animalCombatPoolUsed>
<spellPool />
<spellPoolUsed>0</spellPoolUsed>
<astralPool />
<astralPoolUsed>0</astralPoolUsed>
<controlPool />
<controlPoolUsed>0</controlPoolUsed>
<deckingPool />
<deckingPoolUsed>0</deckingPoolUsed>
<taskPool />
<taskPoolUsed>0</taskPoolUsed>
<stun>0</stun>
<physical>0</physical>
<overFlow>0</overFlow>
<bodyChecked>True</bodyChecked>
<quickChecked>True</quickChecked>
<strChecked>True</strChecked>
<charChecked>True</charChecked>
<intelChecked>True</intelChecked>
<willChecked>True</willChecked>
<reactChecked>True</reactChecked>
<initChecked>True</initChecked>
<projecting>False</projecting>
<rigging>False</rigging>
<decking>False</decking>
<idiot>False</idiot>
<editingPain>False</editingPain>
<adrenalinPump>False</adrenalinPump>
<inAnimalForm>False</inAnimalForm>
<nuyen>6791</nuyen>
<edgeFlaw>
<name>Illiterate</name>
<rating>-3</rating>
<type>Mental</type>
<book>SC.23</book>
</edgeFlaw>
<edgeFlaw>
<name>Uneducated</name>
<rating>-2</rating>
<type>Mental</type>
<book>SC.25</book>
</edgeFlaw>
<edgeFlaw>
<name>Toughness</name>
<rating>3</rating>
<type>Physical</type>
<book>SC.21</book>
</edgeFlaw>
<edgeFlaw>
<name>High Pain Tolerance</name>
<rating>2</rating>
<type>Physical</type>
<book>SC.20</book>
</edgeFlaw>
<edgeFlaw>
<name>Common Sense</name>
<rating>2</rating>
<type>Mental</type>
<book>SC.22</book>
</edgeFlaw>
<contact>
<name />
<rating />
<type />
<notes/>
</contact>
<skill>
<name>Bike</name>
<type>Active</type>
<level>4</level>
<linkAtt>Reaction</linkAtt>
<book>SR3.88</book>
</skill>
<skill>
<name>Clubs</name>
<type>Active</type>
<level>4</level>
<linkAtt>Strength</linkAtt>
<book>SR3.85</book>
</skill>
<skill>
<name>Cyber-Implant Combat</name>
<type>Active</type>
<level>6</level>
<linkAtt>Strength</linkAtt>
<book>SR3.85</book>
</skill>
<skill>
<name>Etiquette</name>
<type>Active</type>
<level>3</level>
<linkAtt>Charisma</linkAtt>
<book>SR3.87</book>
</skill>
<skill>
<name>Seattle Go Gangs</name>
<type>Specialization</type>
<level>1</level>
<linkAtt/>
<book>None.01</book>
</skill>
<skill>
<name>Intimidation</name>
<type>Active</type>
<level>3</level>
<linkAtt>Charisma</linkAtt>
<book>SR3.87</book>
</skill>
<skill>
<name>Negotiation</name>
<type>Active</type>
<level>3</level>
<linkAtt>Charisma</linkAtt>
<book>SR3.88</book>
</skill>
<skill>
<name>Pistols</name>
<type>Active</type>
<level>4</level>
<linkAtt>Quickness</linkAtt>
<book>SR3.86</book>
</skill>
<skill>
<name>English</name>
<type>Language</type>
<level>3</level>
<linkAtt>Intelligence</linkAtt>
<book>SR3.91</book>
</skill>
<skill>
<name>Shotguns</name>
<type>Active</type>
<level>4</level>
<linkAtt>Quickness</linkAtt>
<book>SR3.86</book>
</skill>
<skill>
<name>Throwing Weapons</name>
<type>Active</type>
<level>4</level>
<linkAtt>Strength</linkAtt>
<book>SR3.86</book>
</skill>
<skill>
<name>Alcohols</name>
<type>Knowledge</type>
<level>3</level>
<linkAtt>Intelligence</linkAtt>
<book>SR3.89</book>
</skill>
<skill>
<name>Beers</name>
<type>Specialization</type>
<level>1</level>
<linkAtt />
<book>None.02</book>
</skill>
<skill>
<name>Gang Identification by City - Seattle</name>
<type>Knowledge</type>
<level>3</level>
<linkAtt>Intelligence</linkAtt>
<book>SR3.89</book>
</skill>
<skill>
<name>Bike Background</name>
<type>Knowledge</type>
<level>2(3)</level>
<linkAtt>Intelligence</linkAtt>
<book>SR3.90</book>
</skill>
<skill>
<name>Fringe Cults</name>
<type>Knowledge</type>
<level>2</level>
<linkAtt>Intelligence</linkAtt>
<book>SR3.89</book>
</skill>
<skill>
<name>Criminal Organizations</name>
<type>Knowledge</type>
<level>2</level>
<linkAtt>Intelligence</linkAtt>
<book>SR3.89</book>
</skill>
<cyber>
<name>Boosted Reflexes, Level 1</name>
<essence>0.5</essence>
<rating>0</rating>
<ECU>0</ECU>
<stress />
<cost>15000</cost>
<streetIndex>1</streetIndex>
<type>Cyberware</type>
<specialCost>No</specialCost>
<notes />
<type2>Standard</type2>
<inAnotherPiece>No</inAnotherPiece>
<pieceItsIn>It's on its Own</pieceItsIn>
<avail>3</avail>
<book>SR3.302</book>
</cyber>
<cyber>
<name>Spur, Retractable</name>
<essence>0.3</essence>
<rating>0</rating>
<ECU>0</ECU>
<stress />
<cost>11500</cost>
<streetIndex>1</streetIndex>
<type>Cyberware</type>
<specialCost>No</specialCost>
<notes />
<type2>Standard</type2>
<inAnotherPiece>No</inAnotherPiece>
<pieceItsIn>It's on its Own</pieceItsIn>
<avail>5</avail>
<book>SR3.302</book>
</cyber>
<spell>
<name />
<force />
<type />
<target />
<duration />
<drain />
<type2 />
<book />
</spell>
<power>
<name />
<level />
<cost />
<specialCost />
<book />
</power>
<geas>
<descript />
<book />
</geas>
<weapon>
<name>Club</name>
<conceal>5</conceal>
<strMin>0</strMin>
<reach>1</reach>
<mode />
<damage>(STR+1)Ms</damage>
<ammo />
<range />
<weight>1</weight>
<notes/>
<cost>10</cost>
<streetIndex>1</streetIndex>
<type>Melee</type>
<specialCost>No</specialCost>
<avail>2</avail>
<book>SR3.275</book>
</weapon>
It appears to have stopped midway through weapons, and didn't ever include gear, vehicles, etc. (In case it matters, I didn't give him any vehicles, decks, or things of that nature. They should have just been <***/> like the rest of the things that he didn't have; instead they just aren't in the JPF at all.
Posted by: eidolon Feb 14 2006, 07:34 AM
Last thing for today, I gotta get some sleep.
The program looks for "Stuff.xml" instead of "Stuff.jpf" when you try to select the "Aptitude" edge.
| QUOTE |
Could not find file 'C:\Program Files\Jackpoint\JPFs\DBs\Stuff.xml'
Details:
[ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.IO.FileNotFoundException: Could not find file 'C:\Program Files\Jackpoint\JPFs\DBs\Stuff.xml'. File name: 'C:\Program Files\Jackpoint\JPFs\DBs\Stuff.xml' at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize) at System.Xml.XmlDownloadManager.GetStream(Uri uri, ICredentials credentials) at System.Xml.XmlUrlResolver.GetEntity(Uri absoluteUri, String role, Type ofObjectToReturn) at System.Xml.XmlTextReaderImpl.OpenUrlDelegate(Object xmlResolver) at System.Threading.CompressedStack.runTryCode(Object userData) at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData) at System.Threading.CompressedStack.Run(CompressedStack compressedStack, ContextCallback callback, Object state) at System.Xml.XmlTextReaderImpl.OpenUrl() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.XmlTextReader.Read() at System.Xml.XmlReader.MoveToContent() at System.Data.DataSet.ReadXml(XmlReader reader, XmlReadMode mode, Boolean denyResolving) at System.Data.DataSet.ReadXml(String fileName, XmlReadMode mode) at Jackpoint.pickASkill.pickASkill_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ContainerControl.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Documents%20and%20Settings/Daniel/Local%20Settings/Apps/2.0/JEM8OHEY.W45/KNDKVGW1.W31/jack..tion_71bc7fcb18b5dcf1_0001.0000_617d14b4404b2122/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
|
Don't worry, they'll all get worked out.

Must sleep now...
Posted by: Chibu Feb 14 2006, 09:42 AM
Alright, I'm trying to Add "Improved Ability" adept power and I get the error:
Conversion from string "SR3.169" to type 'Double' is not valid.
And, You can't make an initiated Adept? Well, the Initiate button is there, but, you cna't have spell points... so, yeah
Posted by: craigpierce Feb 14 2006, 04:32 PM
| QUOTE (eidolon) |
No sweat, man. 
Suggestion:
For firearms, having range listed as 0-Max isn't very useful, because knowing what range the target is at is how you set the base target number.
Perhaps you could enter the weapon ranges as shown in the chart, tag each "set" of ranges with it's respective weapon type, and then have the full set of ranges show up in the range box. Also, for custom-entered weapons, rather than have the range box be for just typing in numbers, make it a drop box with a list of the weapon categories, and when you select the weapon's category, it automatically displays the correct ranges.
Example:
I decide to make a pistol called the Taurus Cowboy. I want it to be a heavy pistol, so when I'm entering its stats, I simply choose "Heavy Pistol" from the "Range" drop-down menu, and when I hit "Okay" it displays the pistol's range as "0-5/6-20/21-40/41-60".
I don't know how feasible it is, but it would improve the functionality since you wouldn't have to look elsewhere to see how exactly that "0-60" is broken down. |
i started out with all the weapons having the ranges, and i changed it to the way it is now for simplicity of display. i couldn't fit everything i wanted to on the weapon's screen, so i condensed the ranges down as a temporary solution. some time down the road i'd like to bring the ranges back out, but it's just not a priority when all the functionality is an issue.
Posted by: craigpierce Feb 14 2006, 04:46 PM
| QUOTE (eidolon) |
Last thing for today, I gotta get some sleep.
The program looks for "Stuff.xml" instead of "Stuff.jpf" when you try to select the "Aptitude" edge...Must sleep now... |
eidolon -
thanks for all that from last night.
i know what to do about the null references and the character not loading into the GMConsole after the save throws the null reference error.
and thanks for tracking down what part of the program still looks for the wrong stuff file...aptitude is looking for it so that it can list all of the skills that you can have an aptitude in.
Posted by: craigpierce Feb 14 2006, 04:51 PM
| QUOTE (Chibu) |
Alright, I'm trying to Add "Improved Ability" adept power and I get the error:
Conversion from string "SR3.169" to type 'Double' is not valid. |
weird...i'll look into that...i may've just typed the book.page into the wrong field in the database
| QUOTE (Chibu) |
| And, You can't make an initiated Adept? Well, the Initiate button is there, but, you cna't have spell points... so, yeah |
well, as far as i know the optional rule to start the game as an initiate requires spell points to be spent in-place-of karma. so i guess no spell points, no initiation?
someone correct me if there is another, official way to initiate at char. gen...
Posted by: craigpierce Feb 14 2006, 05:05 PM
| QUOTE (Ziechyel @ Feb 14 2006, 10:10 AM) |
First of all! Wow thats some nice piece of software thanks m8 
tryed it for a couple of hours now, and try´d out the grid map, works like a charm..
But... 
The "bad guys" seems to erase the drawings? try´d to draw some houses on the map, then put a Bad guy in one of them... missed the spot, removed the bad guy again... but then he had removed/erased a section of the house -sad
Also when you [tab] between windows the new window erases the things you´ve drawn -sad
I might be doing something wrong? but thought you might wanted to know
But it looks great *shivers* fantastic piece of work |
thanks man!
ok...i just loaded the program up to see this one for myself...
the markers can erase the lines...
any window you open over the map erases the lines...
i have no work around for this yet, but...
you can make custom maps with lines that won't erase...in the directory
C:\Program Files\Jackpoint
there is a file called
gridMap.jpg
you can open this jpeg in paint (or any other picture editor) and draw your map on top of the grid - then just save that map as it's own .jpg file (don't save the original, or you'll loose your blank grid) and load it into the grid map program.
i will look into learning more about how windows actually renders those lines and see if i can fix that problem.
Posted by: craigpierce Feb 15 2006, 11:53 PM
Ok, well...if you look at the bugs/suggestions list in the first post, you can see what bugs i've fixed and suggestions i've taken and implemented.
unless a bunch more bugs come in before the end of the week, then i may release a beta2 version, since i'll have knocked out the entire list of bugs by then.
the nice thing for you beta testers is that now you've already installed the .NET 2.0 stuff - so any new releases will be a snap for you to install.
Posted by: Tanka Feb 16 2006, 12:03 AM
Bitchin'!
Posted by: craigpierce Feb 16 2006, 02:05 AM
| QUOTE (archimagus @ Feb 11 2006, 05:34 PM) |
| 1. The Character Sheet that opens in your web browser at the save and print stage is very simplistic right now. expect it to look much better in the first actual release. |
no no
NO!please,
please tell me that the character sheet you guys see in your web browser is complete...just simple looking!
do you see everything, or just the character's name, race and edges and flaws?
i had the XSL sheet fully worked out, it was just a really plain presentation...layout was something i was going to work on tonight. but now i can only find my very first draft with only a couple of test fields - and it looks like that could be the version you guys got. if it is, then i'm out a couple hours of work
please let me know if you have a full copy that shows all stats and tables!
Posted by: eidolon Feb 16 2006, 03:08 AM
| QUOTE (archmagis) |
| the gear section needs to be more organized |
Considering the enormous amount of gear and the limited display area, combined with the fact that it's in alphabetical order, I don't see that much wrong with how it's organized. The only different method I can think of that might alleviate some of the searching would be to implement separate boxes such as "Headware", "Bodyware", etc, which might take up too much room to be feasible. Another thing that might be similar would be to leave them sorted the way they are, but within each box put headings in bold, so that you can easily scroll to the type of 'ware you're looking for. Just a thought. I'm all for super-organized, but there's only so much you can do, you know?
| QUOTE |
| workAround: you can uncheck the 'spending' checkbox at the bottom of the screen to give yourself free anything, including skills |
This works. You can just buy the skill at say, 6, then specialize in something, then turn off spending, change the values to 5/7, and then turn spending back on.
| QUOTE |
| some time down the road i'd like to bring the ranges back out, but it's just not a priority when all the functionality is an issue. |
Definitely understandable. It's a fairly minor thing anyway, considering that if I ask one of my players what the ranges are for their weapon I expect them to be able to look at their sheet and tell me.
| QUOTE |
| someone correct me if there is another, official way to initiate at char. gen... |
Just going off memory here, but I'm fairly certain that since you can effectively purchase SPs with nuyen, you could feasibly initiate at chargen. More than anything though, you have to consider that what's consider "starting character" might be different in every game. For example, the game I'm running right now consists of characters that had appx. 45 karma and 140k nuyen (on top of what nuyen they purchased w/ BPs) at chargen.
That said though, you've made it clear that the program only generates starting characters, by which you mean 120 BP, which is perfectly fine. It's going to totally kick ass when you develop the future version with the capability to spend karma, but until then we'll continue to drool over how badass the program is right now.
(On that note, would it be that hard to add a karma use option? Considering that it's all handled via simple multipliers depending on what you're improving, it should be pretty easy to include a box in which you type the amount of karma that a character has to spend, and it gets spent after all BPs are gone. I also assume, however, that it would entail about a billion more lines of code and that you've just deemed it "not important" for now.

)
| QUOTE |
| the nice thing for you beta testers is that now you've already installed the .NET 2.0 stuff - so any new releases will be a snap for you to install. |
Cool cool. I wondered if that was a one-time deal. Wonder no more.
| QUOTE |
| please, please tell me that the character sheet you guys see in your web browser is complete...just simple looking! |
Sorry man. I only get name/race/edges-flaws. I meant to ask you about that earlier in the week, but must have forgotten to type it out.
More later. Must go buy non-pain inducing keyboards.
Posted by: eidolon Feb 16 2006, 06:45 AM
I'll be putting my players' characters into Jackpoint Beta as they are emailed to me over the next couple of days. The sheer variety of traits should be enough to dig out anything else. To input them, I'll have to turn off all of the limiters, so if there are any bugs associated with doing so, I should find them through this exercise.
Of course, of the six of us, only 3 are remotely addicted to information sharing and constant internet use, so I may not get to add all of them this week...meaning they'll just be great cannon-fodder for JPB2. 
Also, as much as I dislike sounding like a good little MS minion, the MS Natural Ergonomic Keyboard 4000 is a freaking dream come true, and at $49.95 - $10 mail in rebate, a total steal. Mmmmmmmmm....(semi)pain-free typing.
Posted by: Jrayjoker Feb 16 2006, 06:51 AM
| QUOTE (archimagus) |
| QUOTE (archimagus @ Feb 11 2006, 05:34 PM) | | 1. The Character Sheet that opens in your web browser at the save and print stage is very simplistic right now. expect it to look much better in the first actual release. |
no no NO!please, please tell me that the character sheet you guys see in your web browser is complete...just simple looking! do you see everything, or just the character's name, race and edges and flaws? i had the XSL sheet fully worked out, it was just a really plain presentation...layout was something i was going to work on tonight. but now i can only find my very first draft with only a couple of test fields - and it looks like that could be the version you guys got. if it is, then i'm out a couple hours of work please let me know if you have a full copy that shows all stats and tables! |
All I get is a couple boxes with name and race.
Posted by: Jrayjoker Feb 16 2006, 06:53 AM
I have not added edges nor flaws to my character yet.
PS - I got the same sorcery error as detailed above.
Posted by: eidolon Feb 16 2006, 07:12 AM
New bug.
To input these "uber" characters I had turned off all three limiters. When I started choosing edges and flaws, I noticed that if you remove anything, it turns Spending back on.
Posted by: eidolon Feb 16 2006, 07:43 AM
First off, if I haven't remembered to mention it yet, I think it's totally bitchin' that the program learns, and that I don't have to re-type stuff like new weapons if I want to use them again.
However, I'm beginning to think that if there's one section where it shouldn't learn and save stuff, it's knowledge skills. I don't know about other people's games, but I know that nearly every character that gets made in our games has probably 75% "new" skills; that is, skills that we just make up to fit the character. At this rate, the knowledge skill list is going to be comletely unnavigable before I even get done inputting the characters before starting game.
I like that there's a list there to choose from, and you've got tons of great, useful stuff in there. However, if it's possible to "turn off" the learning feature for just one area, that'd be the one to turn off.
Suggest adding a "Remove Geas" button under Magic.
Along the same lines as the handling box, when Armor is selected under "New Gear" it should have slots for Ballistic and Impact. Currently it only has one box.
Posted by: Aku Feb 16 2006, 12:12 PM
one possible option for Eidolon, as far as coding goes, might be to populate a list box wit those knowledge skills, insted of having them fill-text (what i'm assuming they're doing, i havent had a chance to properly install it
) That way, if someone wants to reuse an old knowledge skill, they can go to a secondary drop down, while keeping the main input clean.
Posted by: craigpierce Feb 16 2006, 04:43 PM
| QUOTE (eidolon) |
| ...you've made it clear that the program only generates starting characters, by which you mean 120 BP, which is perfectly fine... |
you know you can change the BP amount though right? if not, it's at the bottom of the edges and flaws page.
| QUOTE (eidolon) |
(On that note, would it be that hard to add a karma use option? Considering that it's all handled via simple multipliers depending on what you're improving, it should be pretty easy to include a box in which you type the amount of karma that a character has to spend, and it gets spent after all BPs are gone. I also assume, however, that it would entail about a billion more lines of code and that you've just deemed it "not important" for now. ) |
my years of experience with SR were spent in alabama playing with my friends...we all started role-playing together when none of us knew how, and we never thought of giving a 'starting' character karma to use, just more BPs if we wanted them to be stronger. (and if it's in the rules that you can use karma, we never noticed) that's something new to me now that i'm out in the world.
are there exact rules on how this works? do you buy stuff at the char. gen. rates, or at normal rates? you said something about spending the karma only after BPs are spent?
the only reason i didn't include this feature is that i don't know the details.
| QUOTE (eidolon) |
| Sorry man. I only get name/race/edges-flaws. I meant to ask you about that earlier in the week, but must have forgotten to type it out. |
ok, that's what i guessed since that was what i found in the .zip file i put up for download. poop! how did i ever overwrite the new one i made with the old one?!?
Posted by: craigpierce Feb 16 2006, 04:58 PM
| QUOTE (eidolon) |
| ...I had turned off all three limiters. When I started choosing edges and flaws, I noticed that if you remove anything, it turns Spending back on. |
noted.
| QUOTE (eidolon) |
| First off, if I haven't remembered to mention it yet, I think it's totally bitchin' that the program learns, and that I don't have to re-type stuff like new weapons if I want to use them again. However, I'm beginning to think that if there's one section where it shouldn't learn and save stuff, it's knowledge skills. I don't know about other people's games, but I know that nearly every character that gets made in our games has probably 75% "new" skills; that is, skills that we just make up to fit the character. At this rate, the knowledge skill list is going to be comletely unnavigable before I even get done inputting the characters before starting game. |
unless i get any objections, then i'll consider this.
| QUOTE (eidolon) |
| Suggest adding a "Remove Geas" button under Magic. |
oh ya! noted.
| QUOTE (eidolon) |
| Along the same lines as the handling box, when Armor is selected under "New Gear" it should have slots for Ballistic and Impact. Currently it only has one box. |
noted.
thanks again eidolon!
Posted by: craigpierce Feb 16 2006, 05:02 PM
| QUOTE (Aku @ Feb 16 2006, 06:12 AM) |
one possible option for Eidolon, as far as coding goes, might be to populate a list box wit those knowledge skills, insted of having them fill-text (what i'm assuming they're doing, i havent had a chance to properly install it ) That way, if someone wants to reuse an old knowledge skill, they can go to a secondary drop down, while keeping the main input clean. |
i will consider a second drop-down for all 'house' knowledge skills if it comes to that. thx!
Posted by: eidolon Feb 17 2006, 03:18 AM
| QUOTE (Aku) |
| one possible option for Eidolon, as far as coding goes, might be to populate a list box wit those knowledge skills, insted of having them fill-text (what i'm assuming they're doing, i havent had a chance to properly install it biggrin.gif ) That way, if someone wants to reuse an old knowledge skill, they can go to a secondary drop down, while keeping the main input clean. |
That's not a bad idea, but all it really does is make a separate list of skills that are (in my experience) typically used once, for one character.
Perhaps a better solution would simply be to have the program, after you hit "Okay" after putting in a knowledge skill, just ask you if you want it saved to the list. That way, if it's a skill you'd like to use later, it's on the list, but if it's too specific you can leave it off.
| QUOTE (archimagus) |
| you know you can change the BP amount though right? if not, it's at the bottom of the edges and flaws page. |
Yeah, saw it. However, more build points isn't really what I mean by non-standard starting characters. What I'm talking about is a 120 BP character with some Karma to spend, which ties into the following:
| QUOTE |
we never thought of giving a 'starting' character karma to use, just more BPs if we wanted them to be stronger. ... are there exact rules on how this works? do you buy stuff at the char. gen. rates, or at normal rates? you said something about spending the karma only after BPs are spent? |
Okay. Basically, say I've got 120 BPs and 25 Karma. I'll first generate a "starting" character, using the 120 BPs. Then, once that's done, I'll spend the Karma for things like raising attributes, raising skills, buying new skills, initiating, bonding foci, etc.
The rules for spending Karma start on page 242, SR3. It's pretty straightforward. There's a table on page 245, SR3 that shows the cost of raising things.
For example, I have a character with:
Quickness: 6
Pistols (a Quickness skill): 3
and I want to raise the character's Pistols skill to a 4. Since raising an active skill (up to the linked Attribute's rating) cost 1.5 Karma, going from a 3 to a four will cost
4 (the desired rating) x 1.5 = 6
so it costs 6 Karma to raise his Pistols skill from a 3 to a 4.
And so on. Basically, I foresee the program asking at the beginning if you intend to have any Karma at generation. If you select no, then it keeps the options greyed out (or invisible). If you select yes, then it asks you how much, and then keeps it greyed out until you've finished spending all of your build points.
Also, just as far as general methodology, when we build characters with Karma and extra (non-chargen money) it goes like this:
- Build the basic character with your beginning BPs. This includes spending all of your BPs.
- Spend Karma to improve the character.
- Money purchased with BPs is used to purchase items using the character generation rules (in other words, availability and rating limits apply, but street index does not)
- Money given as "extra" is spent using the post-generation rules
(no limits on what can be purchased, but street index applies).
Also, there is some magical gear that requires a Karma expenditure. This is typically included in the rules for each specific piece of gear that requires it. (Also, after chargen, all foci and talismans are bonded using Karma.)
It sounds a lot more complicated than it is, really.
Posted by: craigpierce Feb 17 2006, 01:42 PM
| QUOTE (eidolon) |
| Perhaps a better solution would simply be to have the program, after you hit "Okay" after putting in a knowledge skill, just ask you if you want it saved to the list. That way, if it's a skill you'd like to use later, it's on the list, but if it's too specific you can leave it off. |
another good solution...i'll keep that in mind as well.
| QUOTE (eidolon) |
Okay. Basically, say I've got 120 BPs and 25 Karma. I'll first generate a "starting" character, using the 120 BPs. Then, once that's done, I'll spend the Karma for things like raising attributes, raising skills, buying new skills, initiating, bonding foci, etc. The rules for spending Karma start on page 242, SR3. It's pretty straightforward. There's a table on page 245, SR3 that shows the cost of raising things. For example, I have a character with: Quickness: 6 Pistols (a Quickness skill): 3 and I want to raise the character's Pistols skill to a 4. Since raising an active skill (up to the linked Attribute's rating) cost 1.5 Karma, going from a 3 to a four will cost 4 (the desired rating) x 1.5 = 6 so it costs 6 Karma to raise his Pistols skill from a 3 to a 4. And so on. Basically, I foresee the program asking at the beginning if you intend to have any Karma at generation. If you select no, then it keeps the options greyed out (or invisible). If you select yes, then it asks you how much, and then keeps it greyed out until you've finished spending all of your build points. Also, just as far as general methodology, when we build characters with Karma and extra (non-chargen money) it goes like this: - Build the basic character with your beginning BPs. This includes spending all of your BPs. - Spend Karma to improve the character. - Money purchased with BPs is used to purchase items using the character generation rules (in other words, availability and rating limits apply, but street index does not) - Money given as "extra" is spent using the post-generation rules (no limits on what can be purchased, but street index applies). Also, there is some magical gear that requires a Karma expenditure. This is typically included in the rules for each specific piece of gear that requires it. (Also, after chargen, all foci and talismans are bonded using Karma.) It sounds a lot more complicated than it is, really. |
that sounds about how i thought it might work - so about about this:
the character updater will have a place to adjust the amount of

you have on each credstick, and the amount of karma you have. the idea behind this is that you create a character and then go on a run where you gain/spend

and karma. you then open the updater, add-in/subtract how much

and karma you've got, and then you can spend it or not.
so let's say that your GM says you can create a character with
120 BPs, 20 karma and 20,000
is there any reason you can't spend the 120 build points and all your starting

and then save and print the character and go straight into the character updater where you add your 20 karma and 20,000

, and then spend it as normal?
i'm not trying to be lazy - i just want this system to be a simple as possible. and if i'm already putting karma/

spending capability into the updater, then i don't see any reason to repeat myself in the creator...
please, everyone, think about this to see if you can think of any holes in this system. i want people to be able to create characters using extra karma and

, i just don't want to clutter things up if i don't have to.
and thanks again to all for your thorough testing and all of the great enhancement suggestions!! your hard work and honesty is deeply appreciated!
Posted by: Jrayjoker Feb 17 2006, 02:54 PM
| QUOTE (archimagus) |
| and thanks again to all for your thorough testing and all of the great enhancement suggestions!! your hard work and honesty is deeply appreciated! |
While I haven't had the opportunity to do an in-depth test for you, I can sincerely say that your efforts are very appreciated as well.
Posted by: craigpierce Feb 17 2006, 07:37 PM
thanks Jray!
Posted by: eidolon Feb 18 2006, 01:56 AM
Actually, I had forgotten there was a separate updater on the way.
That's perfect. All of the Karma and extra moolah spending will go on in it.
Ignore me on that one.
Posted by: craigpierce Feb 18 2006, 03:11 AM
| QUOTE (eidolon) |
Actually, I had forgotten there was a separate updater on the way.
That's perfect. All of the Karma and extra moolah spending will go on in it. Ignore me on that one. |
i am glad you asked though - 'cus creating characters that way is very popular. and i need to know about this stuff so that i can make sure it's covered.
Posted by: craigpierce Feb 18 2006, 03:13 AM
i'm going to try and make a push this weekend to get as much done as i can. i also need to run through some trainings for my new job this weekend - but i should be able to get a lot done on Jackpoint.
if anyone runs into any problems or thinks of any improvements, just keep me updated!
Posted by: eidolon Feb 18 2006, 04:31 AM
Ran into some trouble getting character info from 4 out of five of my players, so I probably won't get to actually try to use JP during game this weekend. 
I plan on taking their sheets (or at least copies) this time so I can input them for next week. I'm anxious to try out the GM console real-time.
I probably won't be doing much more testing until possibly Sunday (or Monday), due to having to prep and run game for Saturday (and possibly Sunday...). I'll try to keep an eye on the thread at some point though. I expect to get back into testing next week (when I'm adding their characters).
Thanks again for all the work you're putting into this.
Posted by: craigpierce Feb 18 2006, 05:01 PM
| QUOTE (eidolon) |
| ...the rating box won't allow you to up-arrow to anything above a 1 |
if you look at SR3.57, column 1 bottom half of the page you'll see a listing of "...limitations [that] also apply in choosing skills:". Point #2 is:
"No character can have a starting rating higher than 6 in any base skill (7 for specializations)"
that is why i made it so that when you click on the button "New Skill/Specialization" and you choose specialization, the rating box only goes to 1.
but, i did not make it so that the base rating goes down by one, which i am fixing right now.
Posted by: mfb Feb 18 2006, 05:09 PM
the rating shouldn't be 1, though, it should be (base rating +1).
Posted by: craigpierce Feb 18 2006, 06:05 PM
| QUOTE (mfb) |
| the rating shouldn't be 1, though, it should be (base rating +1). |
it will be once you take the specialization. see, technically you're taking a rating 1 specialization - and then that specialization adds its rating to your base skill to get the actual rating for the specialization.
at least, that's the easiest way to represent it in the program.
in the character updater, everything will be more linear in that when you raise a skill or specialization, you'll be raising it from it's current rating to a new one.
edit: ok, so i actually just removed the rating box from the window when you have specialization selected - confusion gone.
Posted by: eidolon Feb 18 2006, 07:04 PM
Hehe. Yeah, good way to fix it. As long as the calculations are coming out correctly it doesn't matter how they're achieved. (And you're achieving it correctly to in this case. Points-1=Base, Points+1=Specialization)
Can't wait for the B2...
Crap. I gotta stop answering posts and finish prepping for game. So much to do yet, and G-2 hours.
Posted by: eidolon Feb 18 2006, 11:53 PM
Buddy of Eidolon decked into his account...hehe. OK, just kidding. he's running game now and I'm sorta dead, so I'm posting this instead of him.
the Electronics active skill is doing the same thing that Sorcery active skill did.
Thanks!
Same with trying to change Language points (I want to read better!)
Posted by: craigpierce Feb 19 2006, 12:22 AM
| QUOTE (eidolon) |
Buddy of Eidolon decked into his account...hehe. OK, just kidding. he's running game now and I'm sorta dead, so I'm posting this instead of him.
the Electronics active skill is doing the same thing that Sorcery active skill did. Thanks! Same with trying to change Language points (I want to read better!) |
thanks man - they're both noted!
Posted by: craigpierce Feb 20 2006, 02:10 AM
quick questions -
does anyone think that one of their characters has ever had more than 29 of any one type of skill: active, knowledge or language?
and if you have had or known of a character like that, how often do you think it happens that someone has so many of 1 type of skill?
i'm writing up my XSL character sheet and i want to make it's as unbreakable as possible. right now, the only thing that could break the first page is if someone had over 29 of one type of skill.
thanks!
Posted by: Dawnshadow Feb 20 2006, 03:12 AM
37 active skills... with another 4-5 that still need to be added, at least. But it's an unusually high powered game, and a metalhead.
Posted by: craigpierce Feb 20 2006, 05:20 AM
well, that's 1. and i forgot to mention that:
active skill = active, specialization or maneuver
language = spoken and R/W
if this turns out to be a big deal, then maybe i'll work out a separate sheet - one that can handle a more grand-scale campaign.
Posted by: craigpierce Feb 21 2006, 03:13 AM
if anyone wants to try it out, there is a new character sheet up at the site. it's not complete yet, but i figured i'd give you guys the chance to give feedback on how it looks so far...
you'll also need to download the 2 images and save them to the same directory as the sheet.
EDIT: another note about the character sheet - it works best if, in your browser window when the sheet opens, you go to 'File > Page Setup...' and you set margins to 0.5 inches and you delete the values in 'Header' and 'Footer'. if the margins are set lower than 0.5, that's fine...but more than that could break the layout. oh, and you only have to do this once.
Posted by: eidolon Feb 22 2006, 02:41 AM
Just dropping by. I haven't had much time to mess with JP over the last few days, and I'm taking a day or two hiatus from SR to counter my oncoming GM burnout. I'll be back at it soon though.
Any news on a beta 2?
Posted by: FrictionX42 Feb 22 2006, 02:52 AM
Eidolon's buddy again. got me own account.
first off, wanted to say thanks a bundle. I made a back-up character (my other one gets out of the hospital in 30 game days
) in about 15 minutes. This from a guy who usually takes a day or two for each character, just making sure the math is right, etc... so thanks.
but to the subject at hand: Car B/R seems to take more points out than it should, and when I get rid of the skill, it gives the right number of points back, resulting in fewer points than I should have. it's good with skill rank 1 or 2, but with rank 3, it takes 4 points, with rank 4 it takes 6. rank 5 cost me 8 points, and rank 6, 10 points! each of course only gave 1 2 3 4 5 or 6 points back, respectively.
trying to get the same results using different attributes and car B/R rank 6, gave me the following info:
with str=6, I got it to take the proper number of points as if I had an int of 6 (B/R skills all default to int pg 85, SR3) but when I had it remove the skill, it gave me more points back than I had put in! WOOHOO! free points!
when I tried it with str 1 and int 6, however, it had the same issue as I originally mentioned.
once that issue was found, I found that some other skills are screwed up as well. assault rifles is based on Bod, Armor B/R now based on str...
-when I restarted the character builder, Armor B/R was based on quickness, but gave extra points if your int wasn't also 6...
HOLY COW WHAT'S GOING ON??????? is it like this with only my copy or for others too?
maybe if I was a programmer, I'd understand what the issue is better.
but from where I'm standing, it looks like some of the skills are based on the wrong stat for BUYING them, but when getting rid of the skill, they're based on the right ones.
Head hurts now...
Posted by: craigpierce Feb 22 2006, 03:32 AM
| QUOTE (eidolon) |
Just dropping by. I haven't had much time to mess with JP over the last few days, and I'm taking a day or two hiatus from SR to counter my oncoming GM burnout. I'll be back at it soon though.
Any news on a beta 2? |
i would like to release Beta2 by the weekend, so be on the lookout.
Posted by: craigpierce Feb 22 2006, 03:41 AM
| QUOTE (FrictionX42 @ Feb 21 2006, 08:52 PM) |
Eidolon's buddy again. got me own account. first off, wanted to say thanks a bundle. I made a back-up character (my other one gets out of the hospital in 30 game days ) in about 15 minutes. This from a guy who usually takes a day or two for each character, just making sure the math is right, etc... so thanks.
but to the subject at hand: Car B/R seems to take more points out than it should, and when I get rid of the skill, it gives the right number of points back, resulting in fewer points than I should have. it's good with skill rank 1 or 2, but with rank 3, it takes 4 points, with rank 4 it takes 6. rank 5 cost me 8 points, and rank 6, 10 points! each of course only gave 1 2 3 4 5 or 6 points back, respectively.
trying to get the same results using different attributes and car B/R rank 6, gave me the following info: with str=6, I got it to take the proper number of points as if I had an int of 6 (B/R skills all default to int pg 85, SR3) but when I had it remove the skill, it gave me more points back than I had put in! WOOHOO! free points!
when I tried it with str 1 and int 6, however, it had the same issue as I originally mentioned.
once that issue was found, I found that some other skills are screwed up as well. assault rifles is based on Bod, Armor B/R now based on str... -when I restarted the character builder, Armor B/R was based on quickness, but gave extra points if your int wasn't also 6...
HOLY COW WHAT'S GOING ON??????? is it like this with only my copy or for others too?
maybe if I was a programmer, I'd understand what the issue is better. but from where I'm standing, it looks like some of the skills are based on the wrong stat for BUYING them, but when getting rid of the skill, they're based on the right ones. Head hurts now... |
hey man -
thanks for the info on skills...to explain a little:
every skill has its linked attribute built-into it's record in the database. when you buy a skill, that linked attribute then gets passed to a function i wrote that checks the attribute value in question and returns a value indicating whether the skill level chosen is 'lower than or equal to' or 'higher than' said attribute. from there, the function i have that actually spends the points uses that information to decide how many points to spend.
i would imagine that there is some faulty code in this function, and i'll check it out tomorrow - or tonight, if i skip watching 24 for another night and watch it tomorrow instead...but seriously, i almost found out what happened today at work and i can't go through another day of spoiler-dodging

seriously though, i hope that gives you a little programing insight - and thanks for a detailed description of what was going wrong.
a couple questions though: when you tried buying the skill with different attributes at 6, were all the others at 1? also, did it do this with all the skills you bought, or just some of them, like the ones you mentioned? and the paragraph that starts "but to the subject at hand: " where Car B/R costs 1 then 2 then 4 then 6 then 8 and then 10...what was your intelligence set to?
thanks again!
Posted by: eidolon Feb 22 2006, 07:39 AM
Damn, they're signing up. Guess it's more spoiler tags for me from here on out. 
Bah. Let 'em read. Spoils their fun, not mine.
Posted by: FrictionX42 Feb 23 2006, 01:24 AM
| QUOTE (archimagus) |
a couple questions though: when you tried buying the skill with different attributes at 6, were all the others at 1? also, did it do this with all the skills you bought, or just some of them, like the ones you mentioned? and the paragraph that starts "but to the subject at hand: " where Car B/R costs 1 then 2 then 4 then 6 then 8 and then 10...what was your intelligence set to?
thanks again! |
When I first started buying the skill, I was using my character's attributes:
Bod 2
Qui 7
Str 2
Cha 3
Int 6
Will 6
then, when going back to it for further testing, the attribute I was testing for was at 6, all others at 1. It took/gave more points than with my original stats... so it seems that what I figured (wrong stat for getting skills, right stat for removing the skill) may well be the case. I'll go over each and every skill in a little while to get better info on it, if my eyes don't bug out of my head from all the schoolwork I have to get started on...
Posted by: craigpierce Feb 24 2006, 02:22 AM
| QUOTE (FrictionX42 @ Feb 23 2006, 06:07 PM) |
| sorry, don't think I'll get to it by the time you're looking to release D2... |
you're right - 'cus it's here!
Jackpoint Beta2 is out and ready for your abuse

EDIT: crap - and here i am 2 minutes later already adding bugs to the list

EDIT2: a quick note...you can now only type stuff into the tables in the 'Notes' fields. i am going to put together a nice 'help' section for the official release that will point out all of these little bits of information.
Posted by: eidolon Feb 24 2006, 03:19 AM
HOLY CRAP BATMAN!!!
::goes to dl JPB2::
Posted by: craigpierce Feb 24 2006, 03:39 AM
another note...sorry for the airheadedness
any characters that you made will not work with Beta2. I've implemented a few new things (like credstick tracking) that make the old characters not compatable.
you can send me any characters that you want to keep, and i'll add in the new fields for you.
any .gmf files you may have created are ok to bring into Beta2.
sorry about the hassle - but at least it does mean more functionality 
craigpierce@gmail.com
Posted by: eidolon Feb 24 2006, 04:17 AM
Major kudos on the easier install. Very nice.
First bug though, and it's a biggie:
Making the character a troll costs 20 BPs, and should cost 10.
Making an Ork costs 9 points, should cost 5.
Making a Formori costs 21 points, should cost 15.
(Also, going from Formori to another variant, even back to human, causes the BPs to go all kinds of screwy.)
Making a Hobgoblin costs 12, should cost 10.
Making a Menehune, then changing it back to human screws up the BP total.
I suspect that there are several instances in which going from one to another is going to mess up the BPs, and I doubt I'll catch them all on this run through. However, I'm betting that the issue that's causing it will be something that, once found, will be fairly simple to fix across the board. On several of these, going back to human raises your BP total to 116, rather than the correct 108.
AH HAH!! I just realized that what it's doing is recalculating your new BPs as though you were getting points back from attributes (I think). What I mean, is that the racial modifiers to attributes are getting calculated back into BPs when you go back to human, instead of them just being reset to 108.
Suggest programming in a "reset" to 108 that happens behind the scenes when going back and forth between races. That way, it's always calculating based on the 108 beginning total.
I also suspect that the inconsistencies in the costs for the races stem from it calculating based on the attributes rather than the set, constant race BP costs.
To complete the list though:
Making an Oni costs 14, should cost 10.
Making an Ogre costs 12, should cost 10.
Making a Minotaur costs 21, should cost 15.
Making a Satyr costs 16, should cost 10.
Making a Dryad costs 19, should cost 15.
Making a shapeshifter costs 31, should cost 25.
Also, if possible it would be nice to be able to add animal forms, which of course would also mean being able to enter the attribute mods. Perhaps a "Custom Animal" button that brings up a pop-up box, in which you input the animal name and attribute changes, etcetera? I don't know how much trouble it would be, and honestly, I'm not sure enough people play shifters to make it worth doing, but I thought I'd toss it out there.
I don't know if the "Other" option is new, or if it was in the old version (I didn't mess with the variants in B1 enough to have seen it even if it was there), but either way, Awesome. Totally dig the forethought on that one.
Specializations work!!!! WOOOOOOOOOOHOOOOOOOOOOOO! (I know, I shouldn't be that excited..)
That's all for now, I have to get started on this weekend's game, so as to avoid the unpreparedness that plagued me last weekend.
Posted by: craigpierce Feb 24 2006, 04:22 AM
| QUOTE (eidolon) |
First bug though, and it's a biggie:
Making the character a troll costs 20 BPs, and should cost 10.
Making an Ork costs 9 points, should cost 5.
Making a Formori costs 21 points, should cost 15.
(Also, going from Formori to another variant, even back to human, causes the BPs to go all kinds of screwy.)
Making a Hobgoblin costs 12, should cost 10.
Making a Menehune, then changing it back to human screws up the BP total.
I suspect that there are several instances in which going from one to another is going to mess up the BPs, and I doubt I'll catch them all on this run through. However, I'm betting that the issue that's causing it will be something that, once found, will be fairly simple to fix across the board. On several of these, going back to human raises your BP total to 116, rather than the correct 108.... |
this used to work fine, but just today i added the 'settings' section and moved the 'change component cost' section into in. i'll bet that i missed updating some code that works out spening/giving back race points. i'll look into this tomorrow. in the mean time, let me know if any other 'component' spending costs are messed up.
| QUOTE (eidolon) |
| Also, if possible it would be nice to be able to add animal forms, which of course would also mean being able to enter the attribute mods. Perhaps a "Custom Animal" button that brings up a pop-up box, in which you input the animal name and attribute changes, etcetera? I don't know how much trouble it would be, and honestly, I'm not sure enough people play shifters to make it worth doing, but I thought I'd toss it out there. |
i thought about this when i was origionally making the 'other' race option...i'll probably include it sooner or later. but for now my thinking was the same as yours: "I'm not sure enough people play shifters to make it worth doing..." well, at least not a priority, anyway.
also, if you really wanted to make a shapeshifter right now that isn't on the list, you could use the 'other' race option and then be sure to take the proper edges/flaws that go along with shifting. i think that would work, but i am tired.
| QUOTE (eidolon) |
| I don't know if the "Other" option is new, or if it was in the old version (I didn't mess with the variants in B1 enough to have seen it even if it was there), but either way, Awesome. Totally dig the forethought on that one. |
it's not new

but i am glad you like it...i like it too.
| QUOTE (eidolon) |
| Specializations work!!!! WOOOOOOOOOOHOOOOOOOOOOOO! (I know, I shouldn't be that excited..) |
i hope so...and i hope that buying skills at higher levels than the linked attribute is fixed now too...but only time and testing will tell for sure.
Posted by: eidolon Feb 24 2006, 05:45 AM
Bug:
When I tried to add Electronic Vision Magnification 3 to my Eyes, Cyber Replacement, pair, I got the following error:
| QUOTE |
Column 'ECU' is read only.
[ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.Data.ReadOnlyException: Column 'ECU' is read only. at System.Data.DataRow.set_Item(DataColumn column, Object value) at System.Data.DataRow.set_Item(Int32 columnIndex, Object value) at Jackpoint.characterCreator.buyCyberware(String cyberware) at Jackpoint.characterCreator.CyberComBox_SelectedIndexChanged(Object sender, EventArgs e) at System.Windows.Forms.ComboBox.OnSelectionChangeCommitted(EventArgs e) at System.Windows.Forms.ComboBox.OnSelectionChangeCommittedInternal(EventArgs e) at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m) at System.Windows.Forms.ComboBox.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.1 Win32 Version: 1.0.0.1 CodeBase: file:///C:/Program%20Files/Jackpoint/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. |
I tried it with other cyber that you have to install into another piece, and at least with the eyes and ears it seems to be an across-the-board thing. It would seem that changing it so that only "notes" was writable has created other issues.

Also, I just tried to add Etiquette at rating 4. I had 4 BPs that I had gotten by purchasing flaws. When I hit "okay", it told me that I didn't have enough points for it, then added it anyway but didn't charge me for the points. Hmmm....
Posted by: eidolon Feb 24 2006, 05:50 AM
Fuckin' awesome. You integrated the "Learn Me?" thing for knowledge skills. Perfect!
Hmm... there needs to be a way to remove a credstick in case you want to change it. Right now you can't get rid of them once purchased.
New bug:
When I tried to load "Mack", my new character, into the GM console, I got the following error:
| QUOTE |
Could not find a part of the path 'C:\Program Files\Jackpoint\JPFs\Characters\JPFs\Characters.jpf
[ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Jackpoint\JPFs\Characters\JPFs\Characters.jpf'. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share) at System.Xml.XmlWriter.Create(String outputFileName, XmlWriterSettings settings) at System.Xml.XmlWriter.Create(String outputFileName) at Jackpoint.gmConsole.AddNPC_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.1 Win32 Version: 1.0.0.1 CodeBase: file:///C:/Program%20Files/Jackpoint/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
|
A quick check revealed that it's looking too far. The path to the individual character files is just C:\Program Files\Jackpoint\JPFs\Characters\
But what the program is really looking for isn't located there anyway. It's looking for the overall "Characters.jpf" that contains all character data for the characters loaded into the GM Console, and the path to that is just C:\Program Files\Jackpoint\Characters.jpf
I tried working around this by simply creating a folder that completed the path it wanted, and placing a copy of the Characters.jpf file in it, but that just caused the program to add two of "Mack" when I hit "add PC/NPC".
Hmm..odd, right after I posted that last bit, I tried the workaround again and it now adds just one of the character, as it should. So I suppose it works temporarily at least.
Also: I don't know why I didn't remember to mention this earlier, but when using the dice roller, you can't roll any combat pool. It always says "Frag, all out of combat pool", even when you haven't used any. If you use the individual box to select a number of combat pool, same thing.
Also: In the Perception Test box, apparently the spacing got messed up somehow. Something is squished out of visibility.
Arrrgh. I'm not getting any preparation done.

I'm addicted to JP testing.
Posted by: craigpierce Feb 24 2006, 02:33 PM
| QUOTE (eidolon) |
When I tried to add Electronic Vision Magnification 3 to my Eyes, Cyber Replacement, pair, I got the following error:
Column 'ECU' is read only...
I tried it with other cyber that you have to install into another piece, and at least with the eyes and ears it seems to be an across-the-board thing. It would seem that changing it so that only "notes" was writable has created other issues. |
i'll bet that instead of changing that column in the temporary table row i create for each new piece of 'ware, and then adding that row to the table, i somehow have that column directly trying to write itself to the table. i'll add it to the list.
| QUOTE (eidolon) |
| Also, I just tried to add Etiquette at rating 4. I had 4 BPs that I had gotten by purchasing flaws. When I hit "okay", it told me that I didn't have enough points for it, then added it anyway but didn't charge me for the points. Hmmm.... |
were those your last 4 BPs to spend on that character? what was your charisma set to?
| QUOTE (eidolon) |
| Fuckin' awesome. You integrated the "Learn Me?" thing for knowledge skills. Perfect! |
| QUOTE (eidolon) |
| Hmm... there needs to be a way to remove a credstick in case you want to change it. Right now you can't get rid of them once purchased. |
oh ya - duh!
| QUOTE (eidolon) |
When I tried to load "Mack", my new character, into the GM console, I got the following error:
| QUOTE | | Could not find a part of the path 'C:\Program Files\Jackpoint\JPFs\Characters\JPFs\Characters.jpf |
|
looks like when i changed the hard-coded paths to fit the new flexible install, i missed one.
| QUOTE (eidolon) |
Also: I don't know why I didn't remember to mention this earlier, but when using the dice roller, you can't roll any combat pool. It always says "Frag, all out of combat pool", even when you haven't used any. If you use the individual box to select a number of combat pool, same thing.
Also: In the Perception Test box, apparently the spacing got messed up somehow. Something is squished out of visibility. |
those 2 are weird - i'll add them to the list along with everything else though. for the perception test generator, is it a check-box like control that seems to be out of view, or a button or what?
thanks for the detailed bug report (as always) - you've been a HUGE help
Posted by: craigpierce Feb 24 2006, 10:21 PM
we need a smilie who's pulling his hair out...'cus that's how i feel...
BUT, Jackpoint Beta2 Redux is now out. Hopefully, this is a version that only has small bugs in it, not big ones like the race point spending one.
let me know what you think! but not about the name Redux - it's all my fried brain could come up with.
Posted by: eidolon Feb 25 2006, 01:10 AM
I'll DL and install in a minute. Just wanted to respond to:
| QUOTE (archimagus) |
| were those your last 4 BPs to spend on that character? what was your charisma set to? |
They were, and charisma was at 8.
| QUOTE |
| those 2 are weird - i'll add them to the list along with everything else though. for the perception test generator, is it a check-box like control that seems to be out of view, or a button or what? |
It was a radio button, one of the ones that lets you select variable conditions for the test. Lower left side, the top one (or more?) was squished out of view.
Oh, and anything is cooler when followed by Redux.
Small thing, but thought I'd mention it. The boxes on the die roller for "number of dice" and "target number" are a bit too narrow. When you get into double digit numbers, only half of the number shows.
Bug update:
There's definitely some sort of issue with spending final BPs. Unfortunately, I can't tell you much because the error came about when I tried to do something "illegal" anyway.
I had one BP, and nothing to spend it on really. So I thought I'd raise STR from 3 to 4. Well, it correctly told me that I didn't have enough points for that (don't know what I was thinking...it's 2 for 1 Att point...

), but then when I clicked "Okay" on the pop up box, it gave me 2 free BPs for a total of 3. Odd.
Bug bug.
I had that one BP left (well, it said three, but I'm no cheater

) so I figured I'd just drop it to Language and even it out to 10 points, right? Easy. But...when I told it to give Lang a Knowledge point, it sky-rocketed my Language points total up to 43. I think it's giving the total available to language all in one lump, rather than one point at a time. That, and I had already spent all knowledge points. So now, I have a full complement of Knowledge skills, and 43 points to spend on Language.
Suggestions:
Suggest adding a way to remove a pice of gear from the list, or at least have the program give you the option to "replace the existing" one. I was inputting new ammo (darts), and accidentally added it before finishing the stats, so now I'm stuck with incorrect gear in my list.

Also, what do you think about having it ask you if you want it to "learn" other stuff than knowledge skills? That, paired with the ability to delete ones you don't want, would make it extremely customizable.
Suggest making an up/down arrow set to move skills up and down on the list. Call me picky, but I like to have my active skills in a group separate from knowledge and the like. If I add another active skill late in the process, I'd like to be able to group it with my other active skills. Not a big deal, just tossing it out there.
Arrrgh.

Still getting the "Conversion from type "DBNull" to type "String" is not valid." error when I hit Save/Print. (Not on every character though. I made one yesterday with B2, and it saved and printed just fine.) Here's the details:
[ Spoiler ]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.InvalidCastException: Conversion from type 'DBNull' to type 'String' is not valid.
at Microsoft.VisualBasic.CompilerServices.Conversions.ToString(Object Value)
at Jackpoint.characterCreator.saveCharacter_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Jackpoint
Assembly Version: 1.0.0.1
Win32 Version: 1.0.0.1
CodeBase: file:///C:/Program%20Files/Jackpoint/Jackpoint.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Data
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I have no idea what may be causing it. I did have a few bug encounters while making this character, so it might just be that.
One thing, which I think you're already aware of, is that credsticks don't calculate cost correctly. It should charge you for the SIN, and deduct the amount you place on it from your available cash. It does neither. (Again, I think you've got this listed already though.)
Posted by: craigpierce Feb 25 2006, 02:31 AM
well, i have a bug to report on myself
i fixed race when you buy it, but not when you change it. so, once you pick a race you'd better stick with it
this chicago-like bug hunting has left things a mess. and with the number of bugs being 'spending' heavy (points/nuyen spending being probably the most important thing when automating char. gen.), i'm going to spend the upcoming weeks going through every line of code cleaning things up. i don't know what the count of lines is by now, but it's a lot - i'll see what i can do to reduce that number and streamline things.
so keep reporting anything that's not working right - and make any suggestions you feel would help improve the quality of the program; just know that those things may not get knocked of the list very quickly until i've cleaned up what i've already got.
my hope is that i'll have the time to do this clean-up and that, until the next release, you guys have something at least 1/2 usable to tide you over.
oh, and eidolon - i do have an 'item updater' in my list of things to do...i agree that if anything is wrong with a skill, weapon, spell, piece of gear, etc. that you should be able to fix it.
craig
Posted by: eidolon Feb 25 2006, 03:32 AM
Right on. Again, major thanks for all the work you're doing.
Real quick addition to the Print problem bug. It seems that when that come up, you're guaranteed to not be able to load the character into the GM Console. What's happening is it's doing that whole "cut off the character sheet coding" thing and tossing out "unexpected end of line" errors. I think I already gave you a full on report on this back in B1, but let me know if you need more info and I'll try to reproduce it.
Posted by: craigpierce Feb 25 2006, 04:04 AM
ya, i thought i had a solution to that null value at save time problem, but it's proving tougher than i thought. i know what it's doing - i just don't know why it's doing it. it's one of those things i'm hoping to track down in the next couple of weeks.
let me know if that perception test dialog is still droping controls off to one side in Beta2 Redux; and, if so, what your screen resolution is.
thx
Posted by: eidolon Feb 25 2006, 04:33 AM
Perception box is back to normal now.
Posted by: Homme-qui-rigole Feb 25 2006, 04:36 AM
The "Add Spirit" option didn't work very well. When I add spirit, the program ask for type, name, force and service then the application crash
Posted by: Homme-qui-rigole Feb 25 2006, 04:44 AM
The "Add Spirit" option didn't work very well. When I add spirit, the program ask for type, name, force and service then the application crash.
[ Spoiler ]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.InvalidCastException: Conversion from type 'DBNull' to type 'String' is not valid.
at Microsoft.VisualBasic.CompilerServices.Conversions.ToString(Object Value)
at Jackpoint.characterCreator.saveCharacter_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Jackpoint
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Daniel/Local%20Settings/Apps/2.0/JEM8OHEY.W45/KNDKVGW1.W31/jack..tion_71bc7fcb18b5dcf1_0001.0000_617d14b4404b2122/Jackpoint.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Data
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Posted by: eidolon Feb 25 2006, 04:49 AM
Further details on the problem Homme described:
I get the same thing. The actual error text is as follows:
| QUOTE |
Token EndElement in state EndRootElement would result in an invalid XML document. Make sure that the ConformanceLevel setting is set to ConformanceLevel.Fragment or ConformanceLevel.Auto if you want to write an XML fragment.
[ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.InvalidOperationException: Token EndElement in state EndRootElement would result in an invalid XML document. Make sure that the ConformanceLevel setting is set to ConformanceLevel.Fragment or ConformanceLevel.Auto if you want to write an XML fragment. at System.Xml.XmlWellFormedWriter.ThrowInvalidStateTransition(Token token, State currentState) at System.Xml.XmlWellFormedWriter.AdvanceState(Token token) at System.Xml.XmlWellFormedWriter.WriteEndElement() at Jackpoint.gmConsole.addSpiritToPlay_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.1 Win32 Version: 1.0.0.1 CodeBase: file:///C:/Program%20Files/Jackpoint/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. |
That was when I added a new spirit. I don't have any characters with spirits to try, so I don't know how that will act.
Specifically, I tried to add a new Force 4 City Spirit owing 3 services (named Dilbert

). When I hit okay, I got the error. The program didn't crash, it just didn't add the spirit to play.
Attempting to click "Add Spirit" again resulted in the following:
| QUOTE |
The process cannot access the file C:\Program Files\Jackpoint\Jackpoint Files\Characters\Characters.jpf because it is being used by another process.
[ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.IO.IOException: The process cannot access the file 'C:\Program Files\Jackpoint\Jackpoint Files\Characters\Characters.jpf' because it is being used by another process. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share) at System.Xml.XmlWriter.Create(String outputFileName, XmlWriterSettings settings) at System.Xml.XmlWriter.Create(String outputFileName) at Jackpoint.gmConsole.addSpiritToPlay_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.1 Win32 Version: 1.0.0.1 CodeBase: file:///C:/Program%20Files/Jackpoint/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. |
Other things failed to work after the initial error as well, such as "Refresh All" and the like.
Posted by: FrictionX42 Feb 25 2006, 06:40 AM
Another beef with with the races...
I'm making a troll character, and as I do his stats, I can only put 3 points into his cha or int. While this is correct in setting the maximum at 4, like it's supposed to be, it doesn't charge you the -2 in into and cha that it should for being a troll, resulting in, effectively, 8 bonus points if you raise both int and cha to maximum.
... and the twinks rejoice.
Posted by: FrictionX42 Feb 25 2006, 06:42 AM
Oh, and Eidolon, quit testing and work on our game for tomorrow, dangit!
:crackwhip:
Posted by: eidolon Feb 25 2006, 06:19 PM
| QUOTE (FrictionX42 @ Feb 25 2006, 01:40 AM) |
Another beef with with the races... I'm making a troll character, and as I do his stats, I can only put 3 points into his cha or int. While this is correct in setting the maximum at 4, like it's supposed to be, it doesn't charge you the -2 in into and cha that it should for being a troll, resulting in, effectively, 8 bonus points if you raise both int and cha to maximum. ... and the twinks rejoice. |
Can you clarify what you meant in the part where you said "charge you the -2
in into and cha"?
From my quick glance over it, it starts you out at the proper BPs, and charges you the correct 6 points each to bring INT and CHA up to fours.
The program effectively starts out charging you 12 points. This reflects the fact that a one in all six attributes adds up to 12 BPs. So you're at 108. Then, you change to a troll. This charges you 10 BPs, taking you to 108. The Troll's atts have minimums that are higher than a humans, yes, but those minimum atts still cost 2 BPs each effectively. The game mechanics make up for this by charging you 10 points just to be a Troll.
Then, you spend 12 points bringing your INT and CHA up to fours, leaving your BP total at 86.
In other words, you lost me at in into and cha.

And I'm working on the game, dammit. I got up at 7 this morning to prep.
Posted by: eidolon Feb 25 2006, 08:32 PM
Quick bug:
When you choose either Handblade from cyberware, it gives the error:
| QUOTE |
| Object reference not set to an instance of an object. [ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at Jackpoint.characterCreator.buyCyberware(String cyberware) at Jackpoint.characterCreator.CyberComBox_SelectedIndexChanged(Object sender, EventArgs e) at System.Windows.Forms.ComboBox.OnSelectionChangeCommitted(EventArgs e) at System.Windows.Forms.ComboBox.OnSelectionChangeCommittedInternal(EventArgs e) at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m) at System.Windows.Forms.ComboBox.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.1 Win32 Version: 1.0.0.1 CodeBase: file:///C:/Program%20Files/Jackpoint/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
|
It gives you the Handblade on the gear sheet, but doesn't place it on the weapons page the way most weapon cyber does. This is the only piece of weapon cyber I've tried, so I don't know if the others do it too or not.
Posted by: eidolon Feb 25 2006, 08:43 PM
Also, when I tried to give a character a mild allergy to pollen, it says that he's got a mild Phobia of pollen.
AAAAAAARRRRRRRRRGGGGHH!!! FLOOOOOOWWWWEEEEEEEERRRRSSS!!! RRRUUUUUUUUUUUUUUUUUUUUUUUUUUUUNNNNNNNN!!!!!!
Posted by: craigpierce Feb 26 2006, 10:39 PM
| QUOTE (eidolon @ Feb 25 2006, 12:19 PM) |
| The program effectively starts out charging you 12 points. This reflects the fact that a one in all six attributes adds up to 12 BPs. So you're at 108. Then, you change to a troll. This charges you 10 BPs, taking you to 108. The Troll's atts have minimums that are higher than a humans, yes, but those minimum atts still cost 2 BPs each effectively. The game mechanics make up for this by charging you 10 points just to be a Troll. |
i think you've got that wrong...
you said that...
| QUOTE (eidolon) |
| The Troll's atts have minimums that are higher than a humans, yes, but those minimum atts still cost 2 BPs each effectively. |
...but i thought that your race raised attributes for free (hence the cost for race)...that's why i wrote Jackpoint to work like this when switching to the race of Troll (for example):
| CODE |
'Elf-TrollAttributePointsVariable' is set to 10 to begin with. It can be changed to another amount via the settings window.
'AttributeCostVariable' is set to 2 to begin with. It can be changed to another amount via the settings window.
points = 120 - (6 * 'AttributeCostVariable') = 108
points = (108 - 'Elf-TrollAttributePointsVariable') = 98
body = 1 + 5free = 6
points = 98
strength = 1 + 4free = 5
points = 98
quickness = 1 - 1takenAway + 1bought = 1
points = (98 - 'AttributeCostVariable') = 96
intelligence = 1 - 2takenAway + 2bought = 1
points = (96 - (2 * 'AttributeCostVariable')) = 92
willpower = 1
points = 92
charisma = 1 - 2takenAway + 2bought = 1
points = (92 - (2 * 'AttributeCostVariable')) = 88 |
so you can see that Jackpoint has to account for quickness, intelligence and charisma being below the minimum requirement of 1 by spending another:
((1+2+2) * 'AttributeCostVariable')
in points.
that's why for a Troll it actually removes 20 points if your settings for Elf/Troll Cost and Attributes Cost are set to the standard 10 and 2, respectively.
you can also work the math starting with all attributes at 0 and get the same cost:
| CODE |
'Elf-TrollAttributePointsVariable' is set to 10 to begin with. It can be changed to another amount via the settings window.
'AttributeCostVariable' is set to 2 to begin with. It can be changed to another amount via the settings window.
points = 120
points = (120 - 'Elf-TrollAttributePointsVariable') = 110
body = 0 + 1bought + 5free = 6
points = (110 - 'AttributeCostVariable') = 108
strength = 0 + 1bought + 4free = 5
points = (108 - 'AttributeCostVariable') = 106
quickness = 0 - 1takenAway + 2bought = 1
points = (106 - (2 * 'AttributeCostVariable')) = 102
intelligence = 0 - 2takenAway + 3bought = 1
points = (102 - (3 * 'AttributeCostVariable')) = 96
willpower = 0 + 1bought = 1
points = (96 - 'AttributeCostVariable') = 94
charisma = 0 - 2takenAway + 3bought = 1
points = (94 - (3 * 'AttributeCostVariable')) = 88
|
i hope that explanation makes sense!
Posted by: eidolon Feb 27 2006, 12:53 AM
What you have there makes sense, but you're looking at the attributes wrong. You still have to purchase them, even though you "bought" being a Troll.
The way it works on paper, is that to get a 4 in INT for a troll, you would have to spend 12 BPs.
| CODE |
BP 0 2 4 6 8 10 12 ATT -2 -1 0 1 2 3 4 |
That's due to the -2 they get to the attribute. The -2 doesn't just apply to racial maximum. When you're making a character on paper, remember, the Attributes effectively start at 0, not 1, so to get that 4 you spend 12 points (6 BPs) because you have to spend points to counteract the -2.
You can see what I'm saying in the examples given in Shadowrun Companion 3rd edition. Look at the description of the points spending for the Ork character. Basically, JP is giving Trolls free build points through the way it calculates Q, I, and C.
I could be seeing it wrong, but I think that's the case.
Posted by: Calahart Feb 27 2006, 02:28 AM
[EDIT] I just realized what I did. I went for the "Bonus Point" edge when I really wanted the "Exceptional Attribute" edge. Error still occurs, but it didn't give me the 7 because I had already "maxed out" at 6. The Exceptional Attribute works as it should, but I'm leaving the post here in case the Bonus Point stuff is helpful. [/EDIT]
Greetings! I finally decided to take the plunge and join Dupshock, and all because of Jackpoint. Go you!
Anyhow, I found my first bug. I started making up the character I'm using right now in game and, in my typical non-linear fashion, went straight to the build page and started fiddling with attributes.
I'm an elf with a 7 Quickness and a 7 Intel. I clicked the up-arrow to get to 6 and realized that I needed the Bonus Attribute Point edge to make it to 7. I clicked back to the Edges/Flaws tab, added the Edge, and JP geeked out on me. After the error, clicking "Continue" allowed me to return to JP, but my Max Int is still 6.
| QUOTE |
Error message text follows:
[ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentOutOfRangeException: Value of '7' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'. Parameter name: Value at System.Windows.Forms.NumericUpDown.set_Value(Decimal value) at Jackpoint.characterCreator.buyEdgeFlaw(String whichEdgeFlaw) at Jackpoint.characterCreator.EFAttribComBox_SelectedIndexChanged(Object sender, EventArgs e) at System.Windows.Forms.ComboBox.OnSelectionChangeCommitted(EventArgs e) at System.Windows.Forms.ComboBox.OnSelectionChangeCommittedInternal(EventArgs e) at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m) at System.Windows.Forms.ComboBox.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.1 Win32 Version: 1.0.0.1 CodeBase: file:///C:/Program%20Files/Jackpoint/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. |
I hope this helps. And keep it up! This program will be a fantastic alternative to the 18 credit hour minor in Shadowrun Mechanics that I keep hoping they'll offer at my local University.
- Calahart
Posted by: Calahart Feb 27 2006, 03:09 AM
NOTE: Ok, you've got a lot of posts in this thread! I scanned through them all to see if this error had been reported already, but if I missed it and it has been posted already, then please disregard. Xie xie!
I was merrily adding active skills and went to add a Stealth of 4 when I didn't realize that I only had 1 Build Point left. It told me that I didn't have enough BPs for that, but added the skill to the list anyway.
When I went to remove the unauthorized skill from the list it credited me with 4 build points giving me a total of 5 available. WHHHEEEEEEEEEE! Free Build Points!!
Of course, in a fit of Munchkiny Joy, I used this "Undocumented Feature" to make the God Of All Shamanists, then deleted him, and came here to post my discovery.
Thanks for all your hard work!!
- C
Posted by: eidolon Feb 27 2006, 06:02 AM
Ignore, sleepy and might be looking at something wrong. I'll check it again later.
Posted by: craigpierce Feb 28 2006, 12:01 AM
| QUOTE (eidolon @ Feb 26 2006, 06:53 PM) |
| Basically, JP is giving Trolls free build points through the way it calculates Q, I, and C. |
nope it's not - i promise
what JP does is it forces you to pay the amount you see highlighted in orange below when you switch to Troll. that gets the player up to his minimum requirment of 1 in each attribute. what's in purple is the player's choice to spend or not spend:
Troll Intelligence Spending Chart:
BP 0 2 4 6 8 10 12ATT -2 -1 0 1 2 3 4but you are right in that, if a player is a troll and maxes out their Intelligence, they will end up spending 12 total points on Intelligence.
and a troll's 2 other attributes that get deductions would look like this, on your scale with the same color coding as above:
Troll Charisma Spending Chart:
BP 0 2 4 6 8 10 12ATT -2 -1 0 1 2 3 4Troll Quickness Spending Chart:
BP 0 2 4 6 8 10 12ATT -1 0 1 2 3 4 5
Posted by: craigpierce Feb 28 2006, 12:29 AM
| QUOTE (Calahart) |
[EDIT] I just realized what I did. I went for the "Bonus Point" edge when I really wanted the "Exceptional Attribute" edge. Error still occurs, but it didn't give me the 7 because I had already "maxed out" at 6. The Exceptional Attribute works as it should, but I'm leaving the post here in case the Bonus Point stuff is helpful. [/EDIT]
Greetings! I finally decided to take the plunge and join Dupshock, and all because of Jackpoint. Go you!
Anyhow, I found my first bug. I started making up the character I'm using right now in game and, in my typical non-linear fashion, went straight to the build page and started fiddling with attributes.
...
I'm an elf with a 7 Quickness and a 7 Intel. I clicked the up-arrow to get to 6 and realized that I needed the Bonus Attribute Point edge to make it to 7. I clicked back to the Edges/Flaws tab, added the Edge, and JP geeked out on me. After the error, clicking "Continue" allowed me to return to JP, but my Max Int is still 6.
I hope this helps. And keep it up! This program will be a fantastic alternative to the 18 credit hour minor in Shadowrun Mechanics that I keep hoping they'll offer at my local University.
- Calahart |
| QUOTE (Calahart) |
I was merrily adding active skills and went to add a Stealth of 4 when I didn't realize that I only had 1 Build Point left. It told me that I didn't have enough BPs for that, but added the skill to the list anyway.
When I went to remove the unauthorized skill from the list it credited me with 4 build points giving me a total of 5 available. WHHHEEEEEEEEEE! Free Build Points!!
Of course, in a fit of Munchkiny Joy, I used this "Undocumented Feature" to make the God Of All Shamanists, then deleted him, and came here to post my discovery.
Thanks for all your hard work!! |
i'm glad to see that JP is still generating buzz!
as for your 2 bugs:
1. i want to be clear on this one: you were at a 6 in Intelligence and bought the 'Bonus Intelligence Point', and it told you that you couldn't do that? had you already used a Bonus Attribute Point to raise an attribute above it's normal limit? if you hadn't already raised an attribute over it's limit with this edge, then it should've let you do it, since the rules allow it on one attribute per character.
2. i knew that spending final points was broken, but i had not documented this specific break (having it still add a skill after it told you that you can't have it).
thanks for the help and i'm glad you like JP - i'll do what i can to make it great!
Posted by: eidolon Feb 28 2006, 04:22 AM
| QUOTE (archimagus) |
| what JP does is it forces you to pay the amount you see highlighted in orange below when you switch to Troll. that gets the player up to his minimum requirment of 1 in each attribute. what's in purple is the player's choice to spend or not spend: |
Right, but what it's not doing in that case, is charging the 10 points for becoming a Troll.
Jackpoint charges 22 BP to make a troll with base attributes. On paper, it costs me 32 BP to make the same troll. Here's how I have it:
| CODE |
Purchase Cost BP Remaining 120 Troll 10 110 B: 6 2 108 Q: 1 4 104 S: 5 2 102 C: 1 6 96 I: 1 6 90 W: 1 2 88 Total Cost: 32
|
Even paying the BP cost to become a troll, you still have to buy attributes, and the points you spend are in addition to the original 10. Check out the description of the Ork ghoul adept being made on pages 14 and 15 of Shadowrun Companion. It shows this additional expenditure in action.
It's a bit expensive, points wise, to be a troll. But that's how it works.
Posted by: craigpierce Feb 28 2006, 02:02 PM
ok, maybe i caused the confusion when i listed the cost being the same when all attributes start at 0. what i meant to say was that you get down to only having 88 points no matter how you work it, but JP works it like this:
JP spends 12 of your points right off the bat to get all of your attributes to the minimum 1 point. then, when you switch your race to Troll, it spends another 20 points: 10 to make up for 5 lost attributes and 10 for being a troll.
that's 32 total points. you just don't realize that all 32 are being spent because it's so automated.
if you open JP and go straight to 'Build!' and change the race to Troll, you'll see that you end up with only 88 points.
Purchase Cost BP Remaining
120
Troll 10 110
B: 6 2 108
Q: 1 4 104
S: 5 2 102
C: 1 6 96
I: 1 6 90
W: 1 2 88
Total Cost: 32
Posted by: craigpierce Feb 28 2006, 02:18 PM
OK! now i see what's going on...
i just loaded Jackpoint Beta2 Redux and i see that when you open the creator and go straight to 'Build!' and change race to Troll, you end up with 98 points, not 88.
in my latest build of the software, it's working right - and JP started it's life working right, but in the Redux build it got broken some how - i assume through a bad bug fix that has since been smoothed out.
that's exactly why i'm taking this time to clean up and centralize as much of this code as i can...the bug fixes were beginning to cause as many bugs as they fixed because the code was too jumbled - when fixing a bug i was changing code without realizing that i was changing the way 2 or more things worked, not just the 1 thing that i was trying to fix.
sorry for being so stubborn - but the way i saw it it was working right
Posted by: Calahart Feb 28 2006, 10:31 PM
| QUOTE |
| 1. i want to be clear on this one: you were at a 6 in Intelligence and bought the 'Bonus Intelligence Point', and it told you that you couldn't do that? had you already used a Bonus Attribute Point to raise an attribute above it's normal limit? if you hadn't already raised an attribute over it's limit with this edge, then it should've let you do it, since the rules allow it on one attribute per character. |
Actually, it didn't tell me that I couldn't do that, I got an error. See the "Spoiler" text in my first post. A friendly "Hey, buddy! You can't do that." MsgBox would've been nicer. I had clicked up to 6 (racial max 6) and then flipped back to the other screen to add "Bonus Intelligence Point" when I got the error. When I regenterated the character later, "Exceptional Intelligence" worked.
Hope that clears things up.
- C
Posted by: eidolon Mar 1 2006, 02:37 AM
| QUOTE (archimagus @ Feb 28 2006, 09:18 AM) |
| Snip! |
LOL. I had begun to wonder if something like that was going on.

Yeah, when I clicked troll, I had 98 points left. Man. That was fun!

Calahart's Bonus Att Point and Exeptional Att was what I was looking over when I posted my "Ignore this". I had posted about it, but I was really tired and not sure of my reasoning. I intend to mess with it some more and see if I can re-create whatever it was I was seeing as a "bug".
Bug:
When I add edges and flaws, they add at a cost of "0". If I remove the edge/flaw and replace it, it charges the proper amount.
Bug2:
Still having this problem: If I turn off all of the limits and proceed to build a character, if I remove an edge/flaw, it turns "Spending" back on.
Have I mentioned?:
Even with availability turned off, I still can't purchase certain items. (APDS rounds and Credsticks above rating 8 are two specifics that I can remember ATM.)
Posted by: craigpierce Mar 1 2006, 03:49 AM
i've fixed the 'bonus attribute point' problem for the upcoming release. it will again allow you to raise 1 attribute above it's limit.
i'll be on the lookout for the others you've mentioned.
Posted by: craigpierce Mar 1 2006, 02:38 PM
wow - my head was swimming yesterday. i had work to deal with plus i was tracking down the 'DBNull to String' error...
i believe i have fixed it now - i had only made one mistake...about 1500 times!
also, i realized this morning (now that my head is back in order) that the problem with the availibility check box was the same as with the limits check box when it wasn't allowing the 'bonus attribute point' to work properly. it was also a problem with the street index box and the spending box - you guys just hadn't bumped into those yet. it came about when i moved them from the 'Build!' screen to the 'edges/flaws' screen.
anyway, i'll keep watching for new bug reports while i go through my code-cleanup project, so keep sending them my way!
Posted by: craigpierce Mar 1 2006, 04:19 PM
JP now sits at 35,159 lines
that is:
the software itself
the databases (stuff, spirits, ect)
the XSL character sheet
and i've already deleted at least 1000 lines since the weekend.
Posted by: craigpierce Mar 1 2006, 10:05 PM
hey eidolon -
the problem that you have where edges get purchased at a cost of 0; does that happen all the time, or just some times?
i ask because i can't reproduce the problem.
Posted by: eidolon Mar 2 2006, 04:15 AM
Only occasionally, but I know that Friction has had it happen too. No idea as to triggers right now. I'll keep an eye out for it.
Sorta bug:
The data locks are listed in the cyber section at their ratings, but when you buy one it makes you choose the rating separately.
Bug:
I tried to give a character "Filtration System, Ingested Toxin" and got the following:
| QUOTE |
Conversion from string "*" to type "Double" is not valid.
[ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.InvalidCastException: Conversion from string "" to type 'Double' is not valid. ---> System.FormatException: Input string was not in a correct format. at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat) at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat) --- End of inner exception stack trace --- at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat) at Microsoft.VisualBasic.CompilerServices.Operators.CompareObject2(Object Left, Object Right, Boolean TextCompare) at Microsoft.VisualBasic.CompilerServices.Operators.ConditionalCompareObjectGreater(Object Left, Object Right, Boolean TextCompare) at Jackpoint.characterCreator.buyCyberware(String cyberware) at Jackpoint.characterCreator.CyberComBox_SelectedIndexChanged(Object sender, EventArgs e) at System.Windows.Forms.ComboBox.OnSelectionChangeCommitted(EventArgs e) at System.Windows.Forms.ComboBox.OnSelectionChangeCommittedInternal(EventArgs e) at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m) at System.Windows.Forms.ComboBox.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.1 Win32 Version: 1.0.0.1 CodeBase: file:///C:/Program%20Files/Jackpoint/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. |
The gear was not added.
Posted by: Calahart Mar 3 2006, 10:50 PM
In the "I know you've got a bunch of bugs to fix and probably don't want a feature request right now" category, Will there eventually be a way to improve existing characters with Karma? 'Cause that'd rock!
Keep up the great work, man!
Posted by: craigpierce Mar 3 2006, 11:32 PM
| QUOTE (Calahart @ Mar 3 2006, 04:50 PM) |
In the "I know you've got a bunch of bugs to fix and probably don't want a feature request right now" category, Will there eventually be a way to improve existing characters with Karma? 'Cause that'd rock!
Keep up the great work, man! |
absolutely, and i'm working on that for (hopefully) the next release. it'll be called the 'character updater'.
since i'm on here, i'll post an update:
i've cleaned up a lot of code, and fixed almost all the bugs (see the first post), and now i'm just working on tieing up loose code and creating the character updater.
my goal is to have the program complete by the next release, so that full-on testing can be done. then i'll be able to release this beast on the general public.
but for now, you guys just keep reporting what you find!
Posted by: eidolon Mar 4 2006, 02:02 AM
Willco
Posted by: eidolon Mar 6 2006, 04:51 AM
Occasionally, when I choose "Hermetic Mage" from the magical drop down box, it gives me 6 points as if I were an adept. It doesn't always do it, and usually I can correct it by just choosing "non-magical" and then re-selecting mage.
Also, I just tried to use the "initiate" button for the first time. It doesn't work correctly. (In fact, since there's no way to spend Karma at creation, you shouldn't be able to initiate at all.)
Initiation requires the expenditure of Karma, the total of which is based on the grade you're going for, whether you're alone or with a group, and other stuff, as mentioned in the dialog box. You don't spend spell points to initiate. This stuff is on page 57 of MiTS.
I assume the Initiate button was meant to tie into the updater?
Posted by: craigpierce Mar 6 2006, 04:31 PM
| QUOTE (eidolon @ Mar 5 2006, 10:51 PM) |
Also, I just tried to use the "initiate" button for the first time. It doesn't work correctly. (In fact, since there's no way to spend Karma at creation, you shouldn't be able to initiate at all.)
Initiation requires the expenditure of Karma, the total of which is based on the grade you're going for, whether you're alone or with a group, and other stuff, as mentioned in the dialog box. You don't spend spell points to initiate. This stuff is on page 57 of MiTS. |
yes, but SC.15 (i believe) is where it talks about spending spell points for initiation. i'll look it up when i get home.
Posted by: Calahart Mar 6 2006, 08:30 PM
| QUOTE (archimagus) |
| yes, but SC.15 (i believe) is where it talks about spending spell points for initiation. i'll look it up when i get home. |
Oh God, he's right. Eidelon, don't let Pao see this, or it'll be horrible!! LOL
I'm guessing then, that since it says "the GM may allow" you've got to code for it, but it doesn't give numbers in SC, so the cost should depend on groups and ordeals as described in MitS, spending Spell Points in the same amount as the Karma cost. So if this rule is allowed in a game, you could have a player buy the max additional spell points, be part of a group, go through ordeals, and start the game with a grade 3 initiate and two spells. If I were GM, I don't think I'd ever allow it.
Posted by: Bullet Raven Mar 6 2006, 08:44 PM
Nice suite of programs! Keep up the good work 
(or else)
Posted by: eidolon Mar 7 2006, 02:16 AM
"gamemasters may allow"
Found it. Momentary idiocy on my part.
I suggest giving it a "Has your GM okayed this?" pop up or something to clearly define it as optional.
Cal: Cost is given. It merely allows you to use spell points rather than Karma, so the cost would just be however much you spent to initiate. Also, no worries about him realizing this. If somebody wanted to nerf themselves to start off with masking, more power to them.
Posted by: eidolon Mar 7 2006, 05:14 AM
When adding a new vehicle, it seems that Speed is maxed out at 100. It auto-converts whatever I enter to 100. Also, the speed box can only display two digits.
Posted by: eidolon Mar 7 2006, 07:38 AM
Something I just realized after adding my new mage to the GM Console and mucking around:
I can't change the mage's initiative to reflect the fact that he's running Increase Reaction and Increased Reflexes +3 spells. He's limited to 5 + 1d6, but with his spells locked into anchoring foci, he should be running at 11 + 4d6.
Posted by: eidolon Mar 10 2006, 07:54 AM
Hey arch, you alive out there? 
Posted by: craigpierce Mar 10 2006, 02:46 PM
yep - i'm alive 
i haven't worked on JP much this week - i was starting to feel burned out, so i figured i'd take a week off. plus i've had a full week personally - i started taking some programming classes that my new job is paying for, an old friend i haven't seen in 2 years is coming to town and wants to have dinner this weekend, i'm trying to track down some hard-to-get wine that i really want, the wife and i are buying a house, and i run a website for my friends band that i needed to do some work on anyway [shameless plug]http://www.ekphrasis.org[/shameless plug]
ekphrasis.org is actually what's keeping me from volunteering to update the homepage of this site...that would be just too many things going on at once.
anyways - i am still around and that's a good suggestion about initiative raising spells. i'll look into that.
Posted by: craigpierce Mar 11 2006, 03:57 AM
| QUOTE (eidolon) |
No sweat dude. My wife and I are trying to buy a house...3k miles away, so I know what you mean. |
where are you guys looking to buy?
| QUOTE (eidolon) |
I checked out your friend's band's site. Do they have a CD for sale yet? What I heard seemed pretty cool.
|
thanks - i know they have a CD, and i'll assume that they have copies. i'll send josh your email address and have him write you.
EDIT: oops. i forgot that dumpshock doesn't release email addresses in the profiles. just email josh@ekphrasis.org and ask him how to get a copy.
Posted by: eidolon Mar 11 2006, 04:28 AM
PM'd you.
Posted by: eidolon Mar 11 2006, 05:10 AM
Bug:
When you choose "Dependant(s)" as a flaw, it doesn't ask you to set the value. (It's variable, up to the GM.)
The Encephalon's rating gets added to the Task Pool, but it doesn't get added to the Hacking Pool. I checked the Math SPU, and it's getting added correctly.
Posted by: Calahart Mar 13 2006, 01:54 AM
Hey, I just noticed that, as per SR3.297, accessories to Alphaware must also be Alpha. They use the example of Cybereyes. Jackpoint let me put standard thermographic vision mods into Alpha Cybereyes.
Now, I'm assuming that a generalized version of that rule would read "Any accessories installed into any other piece of cyberware must be of the same grade or better." Is this clarified somewhere?
I'll let you know of anything else as I find it.
Posted by: eidolon Mar 13 2006, 03:40 AM
Bug:
I tried to buy a hand-held cyberware scanner and got the following error:
| QUOTE |
Conversion from string '*' to type 'Double' is not valid.
[ Spoiler ] See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.InvalidCastException: Conversion from string "" to type 'Double' is not valid. ---> System.FormatException: Input string was not in a correct format. at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat) at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat) --- End of inner exception stack trace --- at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat) at Microsoft.VisualBasic.CompilerServices.Operators.CompareObject2(Object Left, Object Right, Boolean TextCompare) at Microsoft.VisualBasic.CompilerServices.Operators.ConditionalCompareObjectGreater(Object Left, Object Right, Boolean TextCompare) at Jackpoint.characterCreator.buyGear(String gear) at Jackpoint.characterCreator.ESuSeComBox_SelectedIndexChanged(Object sender, EventArgs e) at System.Windows.Forms.ComboBox.OnSelectionChangeCommitted(EventArgs e) at System.Windows.Forms.ComboBox.OnSelectionChangeCommittedInternal(EventArgs e) at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m) at System.Windows.Forms.ComboBox.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Jackpoint Assembly Version: 1.0.0.1 Win32 Version: 1.0.0.1 CodeBase: file:///C:/Program%20Files/Jackpoint/Jackpoint.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. |
Also, I am unable to purchase even a rating 1 retinal scanner. You should be able to buy up to a rating 4 at chargen. (Availability is Rating + 2)
When adding stuff to cyber eyes, it won't let you exceed .5 essence worth of mods. You should be able to add more than that, it's just that after .5 it starts costing extra essence.
Posted by: craigpierce Mar 13 2006, 02:50 PM
all added to the list!
thx!
Posted by: craigpierce Mar 18 2006, 08:57 PM
ok - i hate that i've started to slack off on this project, but we close on our house next week and all of my free time for about a month will go into fixing it up the way we want it to be before we move in.
just know that i am very dedicated to JP and that i'll have another release out as soon as i can; hopfully with a version of the character updater like i said before.
till then, if any of you continue to use the current version and have any comments or questions, i'll be checking the boards often.
later!
Posted by: eidolon Mar 18 2006, 09:14 PM
Woohoo! Congrats on the house closing. I know it's a hassle. Hope the fixing up goes well.
Don't worry, we'll be fine without a new release for a while.
No really. We'll be okay. It's not like I need it you know...I can quit anytime. I just use it to, you know, make characters, and stuff every once in a while. I can stop any time that I want to. It's not like I'm addicted to it.
I NEED IT !!!one one )(*&)#*&$#04398
Posted by: craigpierce Mar 19 2006, 04:49 PM
thanks! fixing it up will be fine (it's in good condition as it is) - it'll just be a lot of work (as any house is).
i hope you guys find a good one yourselves!
Posted by: eidolon Apr 10 2006, 05:06 AM
Any news?
Posted by: craigpierce Apr 10 2006, 05:38 PM
on jackpoint? nope. sorry. though my mind has been leaning that way lately...and i'll have my own computer setup again when we move into the new house.
when i left off, i was working on the beginnings of the character updater. that's going to be a much bigger project than i first thought. so i'm not sure exactly what direction i'm going to go in when i get started back up...i'll just have to look through the code and my notes and pick my battles from there.
house news: we closed on the house and got straight to work. ripped out the carpet and painted everything. we cut up the ceiling above the dining room to fix some leaks in the bathrooms above. that's all patched up now. carpet comes this week. i've been doing some side projects: rewiring some of the light switches (we still need to replace a few fixtures), ripping up some of the deck, etc.
it's been a lot of work, but it'll've been well worth it.
Posted by: eidolon Apr 11 2006, 02:41 AM
Cool beans. On a random note, I've been messing with the game Alternity. There's a really nifty character generator and GM tool thing for it http://www.thecastle.com/walter.html.
While the GM's "tool" isn't nearly as good as JP's, and Alternity certainly doesn't have nearly the level of complexity that SR has, its updater feature might be worth a look.
Then again, I have no idea if the programming is even remotely similar, so it might be worthless to you.
Good to hear that the house is going well. Take care.
Posted by: Platinum Jun 12 2006, 04:52 AM
Any new news?
Posted by: eidolon Jun 13 2006, 06:48 AM
New "bug", if not news really. 
When purchasing skills, if you try to give a Specialization with a name that's already used for an Active or a Knowledge skill, it won't let you.
For example, I'm building a decker. If I try to specialize in Etiquette (Matrix) I get an error message, because there's a Knowledge skill named Matrix.
Suggest not having the program "look" for a name overlap if you have the drop down set on "Specialization".
Posted by: Rajaat99 Jun 14 2006, 02:21 PM
I haven't fully looked through the program yet, but what I have seen is very nice. It'll be a big help during my game. Good job.
Posted by: RudyHuxtable Jun 22 2006, 06:12 PM
This is a terrific tool, and thanks a ton for it. I'm just wondering if there will be continued development on it even with the release of 4th edition?
I ask because I just don't have to resources to blow $50+ on game books anymore, so I'll be sticking with 3rd edition for awhile. Becoming an adult does that I guess.
Posted by: craigpierce Jun 22 2006, 07:09 PM
awww...rudy huxtable is all growed up
[ Spoiler ]
stay tuned y'all.
Posted by: Tanka Jun 22 2006, 11:47 PM
| QUOTE (archimagus) |
awww...rudy huxtable is all growed up
[ Spoiler ] stay tuned y'all. |
Rock!
Been missing this thing. It's got some very, very serious potential.
Posted by: Jrayjoker Jun 27 2006, 01:48 PM
Awww, stay tuned? But I want it now!
Posted by: craigpierce Jun 27 2006, 02:51 PM
what's the matter? can't handle a little antici...
...pation?
Posted by: craigpierce Jul 18 2006, 05:06 PM
small update:
jackpoint's new home on the web is:
jackpoint.standalonesites.com
this is my new site, so i can stop using my friend's band's site as my own personal dumping ground
Posted by: Jrayjoker Jul 18 2006, 05:18 PM
Got an error on the download link in both IE and Firefox. Something about not having permission...
Posted by: Thufar_Hawat Jul 18 2006, 06:52 PM
me too, the error reads "accessing content by IP address is not allowed. Please type domain name instead"
the link on the page is http://jackpoint.ekphrasis.org/Jackpoint%20Beta2%20Redux%20Setup.zip
is this correct
Posted by: Thufar_Hawat Jul 18 2006, 06:54 PM
ok, i've worked it out the link should be:
http://jackpoint.standalonesites.com/Jackpoint%20Beta2%20Redux%20Setup.zip
Posted by: craigpierce Jul 18 2006, 09:47 PM
you're right - my bad!
it's changed.
Posted by: Jrayjoker Jul 19 2006, 12:53 PM
Thanks, TH.
Posted by: craigpierce Jul 23 2006, 10:58 PM
ok, so, i've gotten Jackpoint to the point at which i feel i can release the first real version; however, i am going to take a couple of days to just run it - create some characters, put them into the GM console, play with the extras (like the new grid map)...just overall battle test it.
so, heads up - about the middle of the week you'll see Jackpoint One.
thanks everybody for the support - One won't be perfect or complete, but what 1.x program is perfect?
Posted by: Kalvan Jul 24 2006, 01:57 AM
Is there a version that doesn't need the .NET architecture to install and run? For some strange reason, .NET won't work right on my computer.
Posted by: Tanka Jul 24 2006, 02:03 AM
.NET is just the framework he chose to use, which means that unless he (or if he lets someone else) translates it to another language, then you'll need .NET.
archimagus: Good to know v1.x is coming out. Looking forward to it (and testing the hell out of it)!
Posted by: eidolon Jul 24 2006, 03:41 AM
AWESOME!!
Can't wait can't wait can't wait.
Don't worry. Month long road trip or no, I'll see if I can find time to try and break it. 
Posted by: craigpierce Jul 24 2006, 04:46 AM
| QUOTE (Kalvan) |
| Is there a version that doesn't need the .NET architecture to install and run? For some strange reason, .NET won't work right on my computer. |
you know, being a Mac person myself, i wish i had written it in something other than VB.NET.
BUT - the reason i started this whole thing was to learn a .NET language and to learn to use Visual Studio. Which worked out great because i landed a great programming job about 5 months ago that i couldn't be happier with.
You know, i can barely remember a time when i was just trying to build a Security System Generator with a language i knew nothing about - how the hell did i end up here?

no, for now just to get it all working and the whole thing complete i'm sticking with .NET. But in the future i would like to look at porting the code over to something cross-platform; which should work pretty well because all of the databases and stuff are in XML, which is something that damn near everything works with.
i'm not sure which big change i'd like to make first - make Jackpoint cross-platform or add in SR4 functionality. well, i just want to get what i've got finished first...
Posted by: eidolon Jul 24 2006, 05:26 AM
Is it safe to assume that 1.x will have the functional updater included?
Posted by: craigpierce Jul 24 2006, 02:53 PM
| QUOTE (eidolon) |
| Is it safe to assume that 1.x will have the functional updater included? |
no, sorry

that's the one big item i have left on my list of stuff to build. my plan is to get 1.x bug free, then work on the smaller items that i want to finish (like getting critters into the mix), and then working on 2.x, which will be where the updater comes in.
you will be able to load a character into the updater for printing purposes, but that's it.
Posted by: eidolon Jul 27 2006, 07:04 PM
Oh well. Just means we have to hold you over the coals for v2.
Posted by: craigpierce Jul 27 2006, 11:15 PM
sorry guys - i wanted to get this out by tonight, but i keep running into these weird little bugs...looks like it'll be the weekend for this release.
and now i'm seriously thinking about rewriting this to be cross-platform...the more bugs i run into, the more i realize that this software would really benefit from a rewrite - i've tried to do a clean-up once already, but starting over using what i know now i could really get this thing to run smooth. and everyone could use it, which would be great.
for now, i'll work on all the bugs in this version - but i may not be adding any new features till i decide what to do.
Posted by: Serbitar Jul 30 2006, 11:00 PM
I am working on a very complex random character generator in python at the moment and can only recommend the language. Especially as it is platform independend.
Posted by: craigpierce Jul 31 2006, 04:02 AM
| QUOTE (Serbitar @ Jul 30 2006, 05:00 PM) |
| I am working on a very complex random character generator in python at the moment and can only recommend the language. Especially as it is platform independend. |
thanks - actually, i have already spent this weekend looking into it - since i first heard about it i've seen some code and man it looks like a clean way to go...now i just have to learn a whole new way of doing things - again!
why oh why do i do this to myself?
Posted by: craigpierce Jul 31 2006, 05:37 AM
ok, Jackpoint 1.0 is still having some issues - i'm down to the build and it compiles fine, but when i actually install it i get errors (due to the new GUI, i believe).
but here are a few notes that i want to get down 'on paper' before i release:
again, characters will not be compatible with the new version - if you've created characters in the Beta that you would like to bring into this release, send them to me and i'd be happy to make the necessary changes.
many items have been revised - the random person generator for example has had a major overhaul...and i know will need major work to spit out people who make sense 100% of the time (right now, sometimes you get weird combinations of things, like a corporate exec who skateboards...not that that's not possible, just unlikely). so if you know that an item could work better, please tell me how - just because it's not broken per se doesn't mean it doesn't need work.
as always, please feel free to provide any and all feedback - good, bad and ugly. i want to hear it.
i don't know how long it'll take to debug this installation file - hopefully not too long
Posted by: craigpierce Jul 31 2006, 05:51 AM
well, it wasn't long!
Jackpoint One is now out.
Posted by: Serbitar Jul 31 2006, 08:35 AM
| QUOTE (archimagus @ Jul 31 2006, 12:37 AM) |
many items have been revised - the random person generator for example has had a major overhaul...and i know will need major work to spit out people who make sense 100% of the time (right now, sometimes you get weird combinations of things, like a corporate exec who skateboards...not that that's not possible, just unlikely). so if you know that an item could work better, please tell me how - just because it's not broken per se doesn't mean it doesn't need work. |
Thats what I am working on at the moment. The thing is: it is quite complex.
The basic Idea is to use lists that are sorted in a certain order where gaussian random distributions work on, that are influenced by "controll parameters"
Example:
Hobbies are sorted in a list with "intelectual (like chess, computer games . . .) hobbies at the start and body intensive hobbies (sports, mostly) at the end.
A gaussian distribution is then choosing from this list. This distribution starts in the middle and is mooved arround by different parameters like the strength/logic ratio or the current job occupation or the social level and such.
Another example:
Skin type (dark, light . . .) influences eye colour (brown, blue, green . . .) and hair colour (black, brown, red . .)
The principle works very well. At the moment I am using about 20 lists and tables to generate various parameters.
The goal is to create believable NPCs that follow the distribution you ecpect from the input parameters (ie. more orcs in a low level area, lower education level and os forth)
At the moment I am covering:
attributes (agility, . .)
gender
age
name
surname
race
social level,
education elvel
combat level
corp affilation
income
housing
SR lifestyle
education history (schools with names)
graduation
skin tone
eye colour
hair colour
stature
height
weight
primary adn secondary traits
primary and secondary emotions
and some more
Posted by: craigpierce Jul 31 2006, 05:05 PM
damn - and i thought i had the market cornered on that app! though, mine is just for creating members of the general public, not actual NPCs with stats and guns; so we're not overlapping too much :)
i started out doing it much more manually than i am now...now i'm trying to do it more like you are, with lists. it's not pretty so far - my lists suck.
if you need names, here's the 1990 US census list:
http://www.census.gov/genealogy/names/names_files.html
Posted by: Serbitar Jul 31 2006, 06:38 PM
My whole stuff is SR4 and the content mostly German anyways .. .
Posted by: craigpierce Aug 1 2006, 05:44 PM
| QUOTE (Kalvan @ Jul 23 2006, 07:57 PM) |
| Is there a version that doesn't need the .NET architecture to install and run? For some strange reason, .NET won't work right on my computer. |
actually, something i don't think i've mentioned here is that there is a framework under development called Mono that replicates .NET for Linux, Mac X and even Windows (so if you don't like MS's .NET, you can use Mono's instead).
if anyone wants to try it out, you can download it here:
http://www.mono-project.com/Downloads
i may try it out if i get the chance...but i don't really want to delete my .NET 2.0 framework just to do it...i've had to reinstall that dang thing too many times already.
and if it does work, then i can write an .MSI file that installs it automatically instead of .NET 2.0
Posted by: RudyHuxtable Aug 1 2006, 06:35 PM
Archimagus,
Thanks so much for an invaluable tool. It's helping quite a bit to get my campaign prepared, and it includes all of the features I would implement if I knew how to program. But since I don't I turn to you 
My one note about it would be that in the grid system, I find that I can add either a line OR a rectangle, OR a line, OR a circle instead of a line AND a circle AND a rectangle. That would help immensely for setting up combat situations with multiple buildings, telephone booths, etc. Or am I just not using it right? You tell me.
Wonderful stuff with wonderful functionality, and you did it for free, man. Much appreciated!
RudyHuxtable
Posted by: craigpierce Aug 1 2006, 07:35 PM
| QUOTE (RudyHuxtable @ Aug 1 2006, 12:35 PM) |
| ...My one note about it would be that in the grid system, I find that I can add either a line OR a rectangle, OR a line, OR a circle instead of a line AND a circle AND a rectangle... |
that's weird - i'll check it out when i get home.
| QUOTE (RudyHuxtable @ Aug 1 2006, 12:35 PM) |
| Wonderful stuff with wonderful functionality... |
thanks
Posted by: Tanka Aug 2 2006, 05:03 AM
Gah! You changed your name!
Tanka no like early morning surprises. (And it is early. It's nearly 1 AM. Why the hell I'm still awake, I've no idea.)
Posted by: eidolon Aug 2 2006, 05:31 AM
I've been out in the sticks for a few days now and I still don't have my computer. 
Need to get on with trying 1.0.
Posted by: craigpierce Aug 2 2006, 05:33 AM
| QUOTE (Tanka) |
Gah! You changed your name!
Tanka no like early morning surprises. (And it is early. It's nearly 1 AM. Why the hell I'm still awake, I've no idea.) |
dang - you're quick! that only happened in the last hour or so and i came on here to try and preempt any surprises
i changed it because i use my full name as my username everywhere else on the Internet, and because i've never been fond of the old one...i only picked it because so many other people on this board had interesting names.
plus, now when i go to cons (i.e. GenCon in a week) people will hopefully be able to recognize me more easily.
Posted by: craigpierce Aug 2 2006, 05:34 AM
| QUOTE (eidolon @ Aug 1 2006, 11:31 PM) |
| I've been out in the sticks for a few days now... |
so i take it that means you've made it to arkansas?
Posted by: Tanka Aug 2 2006, 01:27 PM
| QUOTE (craigpierce) |
dang - you're quick! that only happened in the last hour or so and i came on here to try and preempt any surprises i changed it because i use my full name as my username everywhere else on the Internet, and because i've never been fond of the old one...i only picked it because so many other people on this board had interesting names. plus, now when i go to cons (i.e. GenCon in a week) people will hopefully be able to recognize me more easily. |
Fair enough, just kind of like "er, who is this chap and why is he posting Jackpoi--Oooooh.... Heh."
Posted by: craigpierce Aug 3 2006, 06:42 PM
| QUOTE (RudyHuxtable) |
| ...I find that I can add either a line OR a rectangle, OR a line, OR a circle instead of a line AND a circle AND a rectangle... |
i checked and yes, for some reason you can only add one piece of 'scenery'.
i'll be sure to include the fix in the next release.
Posted by: RudyHuxtable Aug 3 2006, 09:18 PM
You. Are. Delicious.
Posted by: craigpierce Aug 4 2006, 05:34 PM
| QUOTE (RudyHuxtable) |
| You. Are. Delicious. |
thanks. have you noticed yet that you can click once on an item once you've added it to the map to get a menu of stuff to do with that item (rotate it, remove it, etc)?
Posted by: RudyHuxtable Aug 4 2006, 06:00 PM
Yessir, and I'm using the GM notes feature to plan my campaign, and creating some NPC chars too. This makes it so much easier to stay organized. Back in the day you had to have a notebook full of notes, or a craptastic spreadsheet/word doc. So 1990s...
Posted by: craigpierce Aug 4 2006, 07:18 PM
| QUOTE (RudyHuxtable) |
| So 1990s... |
damn straight - might as well live in the century you're gaming in
Posted by: craigpierce Aug 4 2006, 09:04 PM
ok, so our company has had it's development team in this .NET class all week and today has been a lite day for us, so i uninstalled the school's .NET 2.0 and installed MONO.
long story short, Jackpoint doesn't work under MONO, at least on a Windoze machine.
i'm going to do some more research to see if maybe i just need to include something in my code to make it point to MONO. if i can make it work, i'll include a separate download file on the site for MONO users. that should at least hold over the 2 people who may actually want to run JP on a non-windows machine until i get it rewritten in something cross-platform. (note: i'm one of those 2 - i just don't have a mac to run it on at the moment)
that reminds me - what ever happened to ShadowGhost's SR3 app? i think that was his name...or maybe that was the apps name? was that even on dumpshock, or did i find that somewhere else?
time to do some searching...
*EDIT* ok, i wasn't crazy, ShadowGhost exists and had the Pocket Sec and Firearm Builder apps for Mac written in RealBasic.
and i read a post by him that said that the pro version of RealBasic compiles for Win, Mac and Linux!
i checked it out (downloaded the trial version to the schools PC :) and it doesn't seem as 'open' or 'free-flowing' as VB.NET in Visual Studio is, but with a small learning curve i think i could get JP fully running in it - so i've added this to my list of cross-compatibility solutions.
*OT Rant - while i'm at it* i'm learning that the developer community considers VB to be bloated code - but i don't think i really care...(A) i already know VB (B) Jackpoint is already written in VB...i just needed a way to push it to other platforms, which is what RB does (C i could still rewrite the code as i ported it over to RB, to clean up the logic even if the code stays 'bloated' *End Rant*
anyway, i'll let you guys know when i've started working towards getting this thing reworked...for now, expect JP Two to be a total rewrite including a few new features, but mostly consentrating on making the logic behind all of the current features better. (and on getting it to other platforms, of course)
Posted by: eidolon Aug 5 2006, 07:43 PM
| QUOTE (craigpierce) |
| QUOTE (eidolon @ Aug 1 2006, 11:31 PM) | | I've been out in the sticks for a few days now... |
so i take it that means you've made it to arkansas? |
Indeed!

We're humbly living with my parents as we start working on getting established here. They're about 25 minutes out of the city, so no hi-speed and I don't even attempt to surf stuff like DS on dialup.
I'm heading off to DL 1.0 right now though.
Posted by: craigpierce Aug 5 2006, 10:45 PM
| QUOTE (eidolon @ Aug 5 2006, 01:43 PM) |
| We're humbly living with my parents as we start working on getting established here. |
been there done that.
| QUOTE (eidolon @ Aug 5 2006, 01:43 PM) |
| I'm heading off to DL 1.0 right now though. |
well that DL shouldn't be too bad over dial-up - at least you've already got .NET 2.0 (that's the killer part).
hope you like it (or you wasted all that time downloading it for nothing :)
Posted by: Tanka Aug 12 2006, 06:47 PM
Bug: If you select Uneducated, then hit Cancel at the warning prompt, it still gives you the Uneducated flaw.
I tested it with Illiterate as well, and it does not do this.
Posted by: craigpierce Aug 14 2006, 02:47 AM
| QUOTE (Tanka @ Aug 12 2006, 12:47 PM) |
Bug: If you select Uneducated, then hit Cancel at the warning prompt, it still gives you the Uneducated flaw.
I tested it with Illiterate as well, and it does not do this. |
Weird - I'll check it out...
is this all there's been? i mean, i'm glad that there hasn't been more problems, but it kinda makes me uneasy too...
maybe that's just the shadowrunner in me - nothing feels right when everything's alright.
Posted by: Tanka Aug 14 2006, 05:05 AM
Deleting items from your Cyber/Bio list do not give you back Essence, though it gives back the money. Standard Operating Procedure, or an oopsie?
Posted by: eidolon Aug 14 2006, 08:53 PM
I have a bunch of stuff I found last night, but it's on my pc at home. I'll add them on later today.
edit: Here's what I jotted down yesterday. Sorry if I repeat anything, but I'm on dial up at the moment and it's too painful to go through and look.
First off, v.1 is looking great. I do miss the more "shadowrunny" feel that the beta "welcome screen" had to it, though. Is there a reason you abandoned the logo and stuff?
The current welcome box dealy I'm getting has no graphics, just a blank space above the choices. Is it just not showing up right for me?
Anyway, here's random stuff I've found while messing with v.1 so far.
Bugs:
- synaptic accellerator initiative dice are not being reflected on the "Build" page
- tab order for fields in the "new weapon/accessory" box are out of order; goes from the ammo storage type (cy, c, etc.) to "okay" button; should go from ammo storage type to availability to book page number, then "okay"
- after buying some gear, I went back to try and get a few points for a new skill by jockeying with my attribute points. when I subtracted points from a stat, however, JP only gave me 1 build point per point of attribute decrease
- on the gear 1 tab, a "sequencer" is being added to the gear list as "data encryption"
- "Compulsive" flaw does not allow you to select or set a rating; it is entered as rating 0 and does not grant build points
- to get around that, I tried to add a new flaw (naming it "Compulsively Organized" at rating 1); I forgot to change the rating to a negative to reflect a flaw and hit okay, so it told me I didn't have enough points to purchase the edge (correct program response); however, when I hit "okay" I got the following error:
| QUOTE |
Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click quit, the application will close immediately.
Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index. |
Details:
[ Spoiler ]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.ArrayList.get_Item(Int32 index)
at System.Windows.Forms.DataGridViewRowCollection.SharedRow(Int32 rowIndex)
at System.Windows.Forms.DataGridViewRowCollection.get_Item(Int32 index)
at Jackpoint.characterCreator.addEdgeFlaw_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Jackpoint
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/Jackpoint/Jackpoint.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Data
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
See related suggestion marked with **.
- when I tried to "save and print" the character I built, I got the following error:
[quote]typical error msg
Conversion from type "DBNull" to type "String" is not valid.
Details:
[ Spoiler ]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.InvalidCastException: Conversion from type 'DBNull' to type 'String' is not valid.
at Microsoft.VisualBasic.CompilerServices.Conversions.ToString(Object Value)
at Jackpoint.menuOne.saveStuffJPF()
at Jackpoint.characterCreator.saveCharacter_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Jackpoint
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/Jackpoint/Jackpoint.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Data
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
It did not save the character at all.
- After this error, I tried to open the GM console and load the character, only to have it give me the old error that occurs when you start the console without a character loaded. It also wiped out half of the info in the character editor (skills, edges&flaws and gear were deleted, attributes stayed in place).
- when you ust "add pc", the gm console box jumps across the screen to a new position
- for some reason, the default build point total was initially set to 123 rather than 120.
- finally, whatever the initial error that caused it, the install seems to have been corrupted at some point. I now get the following error when starting any portion of JP other than "about":
[quote]
Unexpected end of file has occurred. The following elements are not closed: stuff. Line 1, position 96580.
[ Spoiler ]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.Xml.XmlException: Unexpected end of file has occurred. The following elements are not closed: stuff. Line 1, position 96580.
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.Throw(String res, String arg)
at System.Xml.XmlTextReaderImpl.ThrowUnclosedElements()
at System.Xml.XmlTextReaderImpl.ParseElementContent()
at System.Xml.XmlTextReaderImpl.Read()
at System.Xml.XmlTextReader.Read()
at System.Xml.XmlLoader.ReadCurrentNode(XmlDocument doc, XmlReader reader)
at System.Xml.XmlDocument.ReadNode(XmlReader reader)
at System.Data.DataSet.ReadXml(XmlReader reader, XmlReadMode mode, Boolean denyResolving)
at System.Data.DataSet.ReadXml(String fileName, XmlReadMode mode)
at Jackpoint.menuOne.resetDataSetsAndTables()
at Jackpoint.characterCreator.characterCreator_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Jackpoint
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/Jackpoint/Jackpoint.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Data
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Suggestions:-
really, really needs a "Cancel" button on the "Pick a stick" dialog box, in case you hit save and print and then think "woops, I forgot to..."
- ** suggest integrating a method of deleting an existing instance of gear/weapon/cyber/edge&flaw/etc, in case you accidentally submit it with incorrect stats or something (incidentally, where in the world does the program store things you add? I couldn't find the new weapons I've added in the "stuff" DB)
- still suggest widening whatever necessary to make possible a full range entry for weapons (0-5/6-15/etc.)
- suggest reversing the rating order of armor to reflect the published order (ballistic/impact, rather than the current impact/ballistic) (this would be a ridiculous amount of code change, in reality it's probably not worth the effort, it just throws you off to see them in reverse)
- suggest adding "quantity" as a field in gear sections, and have the program multiply the cost by the number entered, rather than having to individually purchase (and list) ten doses of novacoke (as an example); is there something in the program that makes this unfeasible?
Posted by: craigpierce Aug 15 2006, 01:53 AM
well, i asked for that
thanks guys!
Posted by: craigpierce Aug 15 2006, 01:56 AM
| QUOTE (eidolon @ Aug 14 2006, 02:53 PM) |
| I do miss the more "shadowrunny" feel that the beta "welcome screen" had to it, though. Is there a reason you abandoned the logo and stuff? |
if you mean the GM Console, I removed the logo to gain more room. If not, and you were talking about another logo/image that I dropped (I don't remember any others), let me know.
it sounds like you mean the very first window...did I have a graphic on that one?!?
(please forgive my poor memory at the moment, I caught the GenConFlu that seems was going around)
Posted by: craigpierce Aug 15 2006, 02:04 AM
| QUOTE (eidolon @ Aug 14 2006, 02:53 PM) |
| for some reason, the default build point total was initially set to 123 rather than 120 |
ooh ooh - i can answer this one without going into a coma
i originally had it start at 120, because i thought that was the recommended amount - but at some point i realized that 123 is the recommended amount (unless i'm wrong, then someone please correct me)
Posted by: craigpierce Aug 15 2006, 02:11 AM
| QUOTE (eidolon) |
Suggestions:
- really, really needs a "Cancel" button on the "Pick a stick" dialog box, in case you hit save and print and then think "woops, I forgot to..."
- ** suggest integrating a method of deleting an existing instance of gear/weapon/cyber/edge&flaw/etc, in case you accidentally submit it with incorrect stats or something (incidentally, where in the world does the program store things you add? I couldn't find the new weapons I've added in the "stuff" DB)
- still suggest widening whatever necessary to make possible a full range entry for weapons (0-5/6-15/etc.)
- suggest reversing the rating order of armor to reflect the published order (ballistic/impact, rather than the current impact/ballistic) (this would be a ridiculous amount of code change, in reality it's probably not worth the effort, it just throws you off to see them in reverse)
- suggest adding "quantity" as a field in gear sections, and have the program multiply the cost by the number entered, rather than having to individually purchase (and list) ten doses of novacoke (as an example); is there something in the program that makes this unfeasible? |
1) cancel button - got it
2) the item updater is right up there on the list with the character updater (JP adds stuff to 'stuff.jpf' - if you want, send me your copy of stuff.jpf and i'll take a look at it)
3) i'll keep it in mind when rewriting, but can't promise anything
4) weird - i input everything how it was in the book. i'll check this out
5) i really want to add a 'quantity' to items, but this is a major revision - and is one reason i'm glad to be planing a rewrite
thanks again for all the help - i hope you guys think i'm at least headed in the right direction!
Posted by: Tanka Aug 15 2006, 05:51 AM
| QUOTE (craigpierce) |
| i originally had it start at 120, because i thought that was the recommended amount - but at some point i realized that 123 is the recommended amount (unless i'm wrong, then someone please correct me) |
| QUOTE (SR Companion (3rd Ed) @ p. 13) |
| We recommend a Building Point allocation of 120. Note that most of the Sample Characters given in SR3 have a Building Point value in the vicinity of 123. |
That should clear it up.
Posted by: eidolon Aug 15 2006, 05:53 PM
| QUOTE (craigpierce) |
f you mean the GM Console, I removed the logo to gain more room. If not, and you were talking about another logo/image that I dropped (I don't remember any others), let me know.
it sounds like you mean the very first window...did I have a graphic on that one?!? |
I'd be more specific, but I still don't have my desktop back, and that's where my legacy version(s) of JP reside. I'm mostly talking about the initial dialog box that pops up, where you select what part of JP you want. Wasn't there a logo on there? I dunno, it just looks...empty.

| QUOTE |
| 2) the item updater is right up there on the list with the character updater (JP adds stuff to 'stuff.jpf' - if you want, send me your copy of stuff.jpf and i'll take a look at it) |
Right on. On the note of stuff.jpf, I accessed it and did a find, but I couldn't find what I had added (in this case, the holdout pistol "cavalier scout"). Maybe the find thingy just isn't very good at looking through code.
| QUOTE |
| 4) weird - i input everything how it was in the book. i'll check this out |
The typical format is ballistic/impact, and is the format used in SR3.street gear and CC. I'm not saying it doesn't appear the way you have it anywhere, just that I don't know of it if it has. In JP for example, a camo full suit is listed as 3/5, which is impact/ballistic, rather than as 5/3.
| QUOTE |
| 5) i really want to add a 'quantity' to items, but this is a major revision |
Yeah, I figured it would be.

| QUOTE |
| thanks again for all the help - i hope you guys think i'm at least headed in the right direction! |
Heck yes! I'd say you're there, now you're just looking for a good deal on a hotel room.
Posted by: craigpierce Aug 15 2006, 05:53 PM
well then, let me ask this - would you guys rather:
1) Have the initial BP set to 120
2) Have the initial BP set to 123
3) Not set a max BP - instead, JP would just count what you've spent. This leaves the resposility of keeping track of points spent upto the GM/Players.
Posted by: Tanka Aug 15 2006, 05:54 PM
Initial BP of 120, as per suggested rules.
If a GM wants it to be different, then the players can change this at that pop-up box.
Posted by: craigpierce Aug 15 2006, 05:57 PM
| QUOTE (Tanka) |
Initial BP of 120, as per suggested rules.
If a GM wants it to be different, then the players can change this at that pop-up box. |
ooh ooh - or...
in the settings dialog i could make a setting for if you want it to set a limit of 120 (or whatever number you choose) or just count upwards...
i like that one. and, the default when you install JP will be to set a limit.
Posted by: eidolon Aug 15 2006, 06:08 PM
I liked it when the BP total was in the settings options. That lets you change it, but unless you make the effort to find it and change it, it stays uniform.
Also, the default should be 120. Anything else is GM/game specific.
Posted by: eidolon Aug 19 2006, 11:49 PM
These would be less intermittent if I had regular access. 
Bugs:
- skill wonkiness
If I sort skills by name (probably by anything, but I only tested name...by accident), and then try to remove a skill, it picks one seemingly at random to delete, but gives you back the points total for the one highlighted. I selected "Bike-2" and clicked "remove", only to have it take away "Computers-4" and give me back 2 points. I then clicked on "Bike-2" to attempt to remove it again, and it removed "Etiquette-4" and gave me 2 points again.
I closed the character generator, reopened, made the same character, and this time, when I started to select knowledge skills, I added "Chemistry-1" by mistake. When I selected it and clicked "remove skill", it chose a random skill from the list to delete (I didn't see which one, and I can't remember what was there atm), and did not return any points. I then began clicking to delete all skills, and it continued to randomly delete skills other than the one highlighted, and returning no points, until "Chemistry-1" was all that remained. Upon deleting "Chemistry-1", 12 points were returned (of a beginning 36).
Following is the rest of the character build at the time of the bug occurence:
[ Spoiler ]
Selected/bought in the following order:
Elf, Non-Magical, 650,000 nuyen
Perks & Flaws:
- Compulsively Organized (-1) [made this up as a workaround for Compulsive bug]
- Uncommon, Moderate Claustrophobia (Phobia -3)
- Dark Secret (-2)
- Sensitive Neural Structure (-2)
- Friendly Face
Bioware (all Basic as Cultured):
- Clean Metabolism
- Enhanced Articulation
- Muscle Augmentation 4
- Muscle Toner 4
- Suprathyroid Gland
- Synaptic Accelerator, Level 2
Attributes (natural):
B: 3
Q: 5
S: 3
C: 8
I: 6
W: 5
- If you click to add a contact, but then cancel, JP does not credit your nuyen back to you.
Also, it's charging 10,000 for a level one contact that's only supposed to cost 5,000. Buddy/2 is 10,000, and Friend for Life/3 is 200,000.
- JP is charging 20,000 for a High Lifestyle, supposed to cost 10,000.
It charged me 7,000 for a middle (5,000), 700 for a street (0), nothing for a squatter (100), and 1,400 for a low (1000). I didn't have enough to try buying a luxury at that point, but I suspect it would have been incorrect as well.
I checked the settings, and they were ostensibly correct. No clue as to why it did this.
- I finally got all the way through a build, but when I hit "Save and Print", it said it had saved (it really hadn't, as I found out later), but then gave me the good old "Conversion from type 'DBNull' to type 'String' is not valid" error.
Keep the faith!!
Posted by: craigpierce Aug 20 2006, 04:44 PM
damn
i'll be sure to add those to the list and i'll look into them as soon as i can (since they obviously hinder character creation)
thanks e!
Posted by: craigpierce Aug 20 2006, 05:57 PM
so, i was wondering if someone could help me out...
i don't have a mac, but i'd like to see if what i build in realbasic for a mac will work ok.
can someone with a mac download http://jackpoint.standalonesites.com/MyApplication for me and try it out? it doesn't really do anything...it's just a few different controls that i'd like to know function ok with the way i wrote the code.
screenshots would be awesome, but are not necessary.
and these are the questions i have for anyone who helps me out:
1) when you run it, does it run?
2) when you run it, is the cursor in the text box to start with?
3) after you've typed your name into the text box and clicked 'proceed', does it take you to the next tab and fill your name into the label?
4) on the final tab, do those controls work ok?
thanks!
Posted by: eidolon Aug 20 2006, 11:39 PM
A couple more:
Jackpoint Bugs 3:
- the Dependent(s) flaw isn't working correctly. It just asks you how many dependents you have, and then acts as that rating edge. Dependents is a flaw, and the total points value is set by the GM. Suggest fixing by just having it ask you for a points value (from the GM) and giving a drop-down box with the negative numbers range, and having it add that many BPs.
- when trying to add alhpa elec vision mag 3 to alphaware cyber eye replacement pair, it comes up to tell you that "this item needs to be the same Grade as the item you are installing it into." It is!! grrrrr.
Other stuff might do this too, but I haven't checked yet. Same for other elec vis mags. Optical vis mag, same problem. I think the issue is the eyes aren't being "tagged" as alphaware even though JP says they are alpha.
Posted by: Connor Aug 21 2006, 05:26 AM
I took a look at the realbasic thing for mac, and I can't get it to run at all. The best I can track down is getting OS X to see it as an OS9 app, but it still fails to launch anything.
I don't have any experience with RealBasic, but if there's anything I can check out for you using the demo they offer, PM me.
Posted by: craigpierce Aug 21 2006, 04:17 PM
| QUOTE (Connor @ Aug 20 2006, 11:26 PM) |
I took a look at the realbasic thing for mac, and I can't get it to run at all. The best I can track down is getting OS X to see it as an OS9 app, but it still fails to launch anything. I don't have any experience with RealBasic, but if there's anything I can check out for you using the demo they offer, PM me. |
thanks man!
let me play around with it some more...i built it for X though.
maybe i'll need the 2006 version of RB to get it right (i bought an older copy for about $25...which is much better than the $500 that they're charging for the 2006 version :)
*EDIT* come to think of it, i'll bet that this older version of RB that i have came out around the time OSX was just being released...so anything i build with it may not work with the newer X versions (panther, leopard, etc) - dang it!
Posted by: craigpierce Aug 22 2006, 05:31 PM
hey connor -
can you check this one out for me?
http://jackpoint.standalonesites.com/MyApplicationII
Posted by: Connor Aug 22 2006, 06:58 PM
It's still not working quite right, but I think I'm starting to figure out why.
I think this is the same problem I had with the last file, in that my machine isn't seeing it as an application and instead as a document file. I've played around a little and tried to force it around a bit more. However, I'm still coming up a little short. It's now launching as a shell script.
You might try zipping it or something to try and preserve the file type stuff, it may be getting messed up in uploading/downloading it.
Posted by: craigpierce Aug 22 2006, 07:19 PM
ok, i've uploaded the entire set of files that RB gives me when i compile for a Mac. and this time i compiled for OSX/9, so maybe you can get one or the other to work...
thanks again for the help!
http://jackpoint.standalonesites.com/projects.rar
http://jackpoint.standalonesites.com/projects_zip.zip
p.s. the '.bin' file is what came up for OS9 and the folder has all of the files that came up for OSX.
Posted by: Connor Aug 22 2006, 08:25 PM
That seems to have done the trick. Both of the files in the .rar work great, and the OSX file in the .zip all open up in OS X and run properly. The cursor is in the text box and then the "Hello, Connor!" comes up after pressing the button.
The OS9 thing isn't working, but I wouldn't worry about it.
Posted by: craigpierce Aug 22 2006, 09:03 PM
| QUOTE (Connor @ Aug 22 2006, 02:25 PM) |
That seems to have done the trick. Both of the files in the .rar work great, and the OSX file in the .zip all open up in OS X and run properly. The cursor is in the text box and then the "Hello, Connor!" comes up after pressing the button.
The OS9 thing isn't working, but I wouldn't worry about it. |
can you do 1 more thing for me?
extract ONLY the OSX app file - none of the other files in the OSX folder - and then try running it.
i want to see if you have to have those other files in order to run the app - or if it's running just because i 'zipped' it.
thanks
Posted by: Connor Aug 22 2006, 09:50 PM
Yeah, they're working just fine. I would make sure that you get them to compile and distribute the ones that come out as .app. These are proper Mac OSX app bundles and should just work.
Ahh, and the non-.app file in the rar package, I got it to run in the Classic OS9 environment. It works just fine as well. So, whatever you did with either of the files in the rar package is spot on.
Posted by: craigpierce Aug 22 2006, 10:21 PM
| QUOTE (Connor) |
Yeah, they're working just fine. I would make sure that you get them to compile and distribute the ones that come out as .app. These are proper Mac OSX app bundles and should just work.
Ahh, and the non-.app file in the rar package, I got it to run in the Classic OS9 environment. It works just fine as well. So, whatever you did with either of the files in the rar package is spot on. |
alright - well, thanks for testing it for me!
Posted by: craigpierce Aug 22 2006, 10:21 PM
for those on here who are keeping track:
i think that RealBasic will be my solution...it has the least learning curve and does everything i need it to do. the only drawback is that i will have to shell out at least $100 to start with (i'm looking into my options now). so when i'll be able to start the rewrite is kind of up in the air right now.
also, i'll try to fix the current bugs as soon as i can using the current, windows only system. that way, maybe what's out now will be usable till the rewrite is done.
my goals:
* simplify. focus only on the main components: gmconsole, creators and updaters - the extras (i.e. gridmap) come only after the main items are 100%
* add in SR4 functionality
* get this done by summer '07
Posted by: eidolon Aug 22 2006, 10:28 PM
SR version will be an option in settings or something, right? As in, the program isn't being converted in total?
Posted by: craigpierce Aug 23 2006, 04:43 AM
correct.
the way i envision it is that JP will work exactly the same for SR4 as it does for SR3 - just the functionality will be different. so...
when you click on 'Create Character', it'll open the same window that you're used to seeing for the character creator...it's just the options in that window that will be different, based on what setting you have selected (SR3 or SR4) in the settings window.
i figure i'll have it default to SR4, since that's the latest thing.
i've decided to push for this now because i want to get ahead of the curve...get everything from the main book put in before i get buried by too many new suppliments. (i've already got street magic to include!)
Posted by: eidolon Aug 23 2006, 02:26 PM
I hear you. You're still looking to smooth out existing problems first though, I assume?
Also, I would suggest that rather than the program hard-selecting a default, it just retain the settings you choose between sessions. So if I were to select a SR3 game with 125 BPs, for example, and then I shut down the program, the next time I want to use it, it's set for a SR3 game with 125 BPs.
I say this because most users are going to have one setting that they run games in, or at the very least they'll be running one setting at a time. It would seem to me that eleminating the need to choose setting each time you use the program is a solid bet.
Posted by: craigpierce Aug 23 2006, 02:50 PM
| QUOTE (eidolon @ Aug 23 2006, 08:26 AM) |
| You're still looking to smooth out existing problems first though, I assume? |
correct.
| QUOTE (eidolon @ Aug 23 2006, 08:26 AM) |
| Also, I would suggest that rather than the program hard-selecting a default, it just retain the settings you choose between sessions. |
sorry - wasn't clear.
the program's initial default will be to SR4 - but then there's a setting to change that. once you change the setting, it's changed till you change it back.
i also plan to have a setting for default number of build points - that way, when the screen comes up that asks you how many build points to use, it'll already be set to a user definable default - which will be set to 120 for SR3 and 400 for SR4 out-of-the-box; but again, once you change it, it's changed.
Posted by: eidolon Aug 24 2006, 10:31 PM
Awesome.
Posted by: craigpierce Aug 25 2006, 03:39 PM
hey - thanks for having JP in your sig
Posted by: eidolon Aug 28 2006, 02:28 PM
Not a problem. I love JP. Can't wait for the bugs to die. 
On that note, I dl'd MS VB.NET Express to mess around with it, in the hopes that learning a little bit about it would help me be more effective in testing JP, and...um...wow. I mean, building the little boxes and labels and controls? Super easy. Making it do anything? Holy shit, you have to learn how to program??? What a rip! 
I got a book from the library though, so we'll see what happens. Seriously though, I doubt I'll even be able to write a program that adds and subtracts reliably by the time JP3 is out. 
Oh well. Valiant effort and all that.
On the note of JP though, have you had issues with a bug occurring, and destabilizing (is that a good word?) the install to the point that you have to uninstall/reinstall? I had the print/save dbnull error a few days ago, and yesterday when I tried to run JP, I got an error right off the bat (when I clicked "character creator"). I don't remember what it was though.
Posted by: Backgammon Aug 28 2006, 09:17 PM
I'd be VERY interested in a SR4 Jackpoint. I didn't read through this whole thread, so at the risk of maybe repeating a common question - is there an ETA on a SR4 version?
Posted by: craigpierce Aug 28 2006, 09:40 PM
| QUOTE (eidolon) |
On that note, I dl'd MS VB.NET Express to mess around with it, in the hopes that learning a little bit about it would help me be more effective in testing JP, and...um...wow. I mean, building the little boxes and labels and controls? Super easy. Making it do anything? Holy shit, you have to learn how to program??? What a rip! 
I got a book from the library though, so we'll see what happens. Seriously though, I doubt I'll even be able to write a program that adds and subtracts reliably by the time JP3 is out.  |
cool - hey, programming isn't any more scary than learning to speak or write another language. you just have to know the basic verbs, nouns, etc.
in VB, a 'Function' will execute code, but then has to return a value - but a 'Sub' is a function that doesn't return anything...just excecutes the code inside it when called.
also, if you are working in the 'Design View' in Visual Studio and you place a button (or anything else) on your window, double click that item to get to it's code...VS generates the function for you with the main 'Handles' item at the end of the function (see code below for the Button1.Click event).
and note that when you type code, a box often comes down listing all of your choices. this is called 'intellisense'. so, if you want to see what else your button will handle besides a click of the mouse, then just take the line "Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click" and backspace over the word 'Click' at the end...as soon as you start backspacing VS will show you what options you have (like '.MouseEnter' for when the mouse enters the buttons space).
also, if you start to use something that can be used different ways, VS will show you a little yellow bar that has up and down arrows. you can use that to scroll through the different ways of using said object. (an example is the 'MsgBox' in the code below...i set the message only, but you can also set the type of MsgBox and the Title of the Box - and the little yellow box will tell you all that)
| CODE |
VB.NET 2005 Public randomNumber As New System.Random(CType(System.DateTime.Now.Ticks Mod System.Int32.MaxValue, Integer))
Public Function getRandomD6() As Integer Return randomNumber.Next(1, 7) End Function
Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click TextBox1.Text = getRandomD6().ToString() MsgBox("You rolled a die! The result was " + TextBox1.Text + "!!!!") End Sub |
ok, VB 101 is over in this thread - but if you have any questions, please PM me.
Posted by: craigpierce Aug 28 2006, 09:46 PM
| QUOTE (Backgammon) |
| I'd be VERY interested in a SR4 Jackpoint. I didn't read through this whole thread, so at the risk of maybe repeating a common question - is there an ETA on a SR4 version? |
possibly as far away as next spring.
i seem to have the flaw 'Stretches Oneself Too Thin' and, as a result, i barely have time to fix the bugs in the current JP version, let-alone start the new one

but i'm glad to see there's interest already
Posted by: craigpierce Aug 28 2006, 09:49 PM
| QUOTE (eidolon @ Aug 28 2006, 08:28 AM) |
| On the note of JP though, have you had issues with a bug occurring, and destabilizing (is that a good word?) the install to the point that you have to uninstall/reinstall? I had the print/save dbnull error a few days ago, and yesterday when I tried to run JP, I got an error right off the bat (when I clicked "character creator"). I don't remember what it was though. |
oh, no - i haven't had this happen...but i did note that this happened to you and i've been meaning to ask...did a reload of the software fix the problem? and, if so, have you had the dbNull error again since?
Posted by: eidolon Aug 28 2006, 11:25 PM
An uninstall/reinstall of JP seems to fix it back to a default state (you still have to manually remove the old JP folder and contents before you can reinstall).
However, I've had the dbNull error on multiple install attempts. It has also ocurred after another error (in the same character generation session) and without any previous errors.
Posted by: craigpierce Aug 29 2006, 01:26 AM
ok - that's good to know...
this stupid dbNull thing is the most elusive bug i've had to deal with so far. just when i think i've figured out what's causing it and fix that, it starts to happen more!
Posted by: eidolon Aug 29 2006, 01:56 PM
I almost forgot. I know you're using an xml document as the 'database' for JP. I wonder if maybe that's a cause of some of these errors? Have you ever considered using an actual database application to store the data? It seems that (in theory at least) it might be a bit more stable.
Posted by: craigpierce Aug 29 2006, 06:15 PM
| QUOTE (eidolon @ Aug 29 2006, 07:56 AM) |
| I almost forgot. I know you're using an xml document as the 'database' for JP. I wonder if maybe that's a cause of some of these errors? Have you ever considered using an actual database application to store the data? It seems that (in theory at least) it might be a bit more stable. |
that's spot on...however i think that it's not really the XML that's killing things but how i handle the XML...
JP was my testing ground - i learned not only how to program VB for XML, but i learned what XML was and how to write it. over time (mostly since i've been working at this new programming job) i came to realize that the way my code was setup to handle the XML was too rigid - so any little slip-up would cause nothing to work when trying to read/write to a file. i need to write JP's code more dynamically so that if a field in the XML is either empty or doesn't exist then JP doesn't freak out.
whether a database (like SQL) would be more/less/as stable as XML is something i don't know...though i'm sure that plenty of people have their opnions. i do know that i would have to stick with XML at least for the characters in order to keep them as files that can be transfered from one system to another or emailed/shared.
Posted by: eidolon Aug 29 2006, 06:37 PM
Is that how you're approaching the current bugs, or are you holding off on the code flexibility until you begin working on the new version?
Posted by: craigpierce Aug 29 2006, 08:17 PM
| QUOTE (eidolon) |
| Is that how you're approaching the current bugs, or are you holding off on the code flexibility until you begin working on the new version? |
a little of both. ultimate flexibility will come with the rewrite which is why i'm trying to do the best only with what i have...becuase if i try to work flexability into what i have and then rewrite what i have anyway, i feel like i'll be reinventing the wheel again.
Posted by: eidolon Sep 4 2006, 05:11 AM
Bug:
When adding a cerebral booster level 2, it gave the character one BP. It also didn't reflect the cerebral booster at all on the build page.
Posted by: Tanka Sep 4 2006, 03:44 PM
You sure that wasn't from an Int-based skill that was one point over your original Int score?
Just re-did it, using only Knowledge and Language skills as Int skills and couldn't reproduce it.
Posted by: eidolon Sep 5 2006, 01:06 AM
Wouldn't be the first time. 
I've had all kinds of stuff happen that I couldn't repro. Usually after I've had another bug. I seem to get a lot of stability problems following any errors. I usually uninstall/reinstall. I might have forgotten before that last one.
Posted by: craigpierce Sep 6 2006, 04:13 PM
ok, so, the site has been changed again...the site i moved JP to a couple of months ago (standalonesites.com) is actually a site i built for a side business (of building websites - like i need more to do :P ). i only moved it there to get it off my friend's band's site.
now i have a site that i'm going to build up over the next few months that will be dedicated to pen/paper rpgs: http://www.dinfinity.net. the shadowrun page is http://shadowrun.dinfinity.net, which is just the jackpoint page right now, but will eventually be an all SR page.
anyway, just thought you'd like to know (and i changed the JP link this time - it works ;)
Posted by: eidolon Sep 6 2006, 07:14 PM
Thanks for the heads up. Good luck on the new site. I've had mine up and running for a couple of weeks now, and it's still just an under construction page.
Moved into a new house, unpacking now, never have time to build. You know how it is.
Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)