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Nebular
post Aug 6 2011, 05:45 PM
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QUOTE (enkidu @ Aug 6 2011, 12:13 PM) *
Just two small things I've noticed under "Audio Sensors and Enhancements"

Both the microphone and micro-microphone have an availability of 6 when they should both be zero.

Also the add-ons for the micro-microphone gives you Vision Enhancements instead of audio.


Cheers for this by the way. It's great to have everything in one spot.

Whoops. These will be fixed in today's update.
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Nebular
post Aug 6 2011, 05:51 PM
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QUOTE (McDougle @ Aug 5 2011, 11:53 AM) *
-it is not possible to select the underlying type of spirit(i wanted to create a ghost of man-ally for example)
-the spirit got the power "sapience" twice
-it starts with all abilites at 1, maximum 4(a force5-Spirit should have most attributes at 5, or higher, depending on the type of spirit choosen)

The underlying spirit type would need to be entered in one of the character's Notes fields. There are just too many possibilities (that really have no impact on it) to provide a list. The extra copy of Sapience and the extra Powers that it shouldn't have will be removed. They'll also be correctly limited by their defined Attribute values (1 - 12) instead of being limited by their Force like a Spirit.
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McDougle
post Aug 6 2011, 06:00 PM
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I´m sorry to sound stupid on this, but i don´t understand how this is supposed to work.

How can I edit the attributes for the spirittypes special modifiers for example(Body=F+3 ec.)?
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Nebular
post Aug 6 2011, 06:08 PM
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I'm not sure what you're asking... Are you looking to create a custom Spirit for an XML file? If you're referring to setting Attributes for an Ally Spirit, they'll need to be manually set once you create them. All of their Attributes will start at 1 and go to a maximum of 12.
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McDougle
post Aug 6 2011, 06:12 PM
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No... I mean the attributes, which are affected by the type of a spirit.

A spirit of fire has Agility=Force+2 for example, which also alters the maximum ec..
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Nebular
post Aug 6 2011, 06:15 PM
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These are set you create the Spirit. So if you create a Spirit of Fire, the Metatype window also give you a field to select the Force of the Spirit. When you click OK, it calculates it Minimum, Maximum, and starting values for all of the Attributes. In the XML file, it's expressed as <agimin>F+3</agimin>.
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Nebular
post Aug 6 2011, 06:26 PM
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Argh. Well, Mono put out a new build, but unfortunately it's a revision to the 2.10.X branch instead of actually releasing the 2.12.X branch which Chummer needs. They say it should be ready for release, but I have no idea why they're not actually releasing it. (IMG:style_emoticons/default/frown.gif)
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Nebular
post Aug 6 2011, 06:52 PM
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Build 171
  • settings are now saved to an XML file which can be used to keep application configurations identical across multiple computers (see below)
  • added preferred build method (BP/Karma), Build Points, and maximum Availability to the Options window
  • Choose BP Amount window now reads preferred build method, Build Points, and maximum Availability from Options and uses those as the default values in the window
  • Reload button is now properly disabled when no Weapon is selected
  • corrected Karma costs for improving Martial Arts in Career Mode
  • SR4 character sheet now shows the Rating and selected values for Vehicle Gear
  • Select Skill window now includes any appropriate Exotic Active Skills the character has already selected
  • Armor now supports the <addoncategory /> tag to include Gear that is normally only available as plugins
  • Ally Spirit Critter now properly uses the Attribute values from the data file instead of being limited by its Force like a traditional Spirit
Settings Files

Chances are, most people are just going to stick with the default one and modify it as needed. For those who take part in multiple games where the sourcebooks allowed and optional rules used varies, you can create additional Settings files to keep all of this information separate. To create a new Setting, copy the default.xml file in the settings directory, rename the new copy to whatever you like, then modify it using the Options window. When you create a new character, Chummer asks you which Setting you would like to use (if more than 1 file exists). The name Settings file used is saved as part of the character file. You can change the Settings file a character uses by opening the save file in a text editor and changing the <settings /> tag to match the name of the desired file. These files can be given to players to make sure that everyone has the same set of options enabled.

Outstanding Items
  • Weapon Firing Modes
  • Cyberzombies
  • Omae Character Feedback
  • GM Character Management/Karma/Nuyen/Gear Distribution
  • Multiple Clips and Different Ammo
  • A.I. Inherent Programs
  • Cheat Sheets?
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McDougle
post Aug 6 2011, 06:58 PM
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-> I meant if i wanted to include those for an ally spirit.
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Nebular
post Aug 6 2011, 07:01 PM
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QUOTE (McDougle @ Aug 6 2011, 01:58 PM) *
-> I meant if i wanted to include those for an ally spirit.

Then you need to set those manually when you're creating the Ally Spirit (their Attributes are much more flexible now). Like I said, the critter that's there is about as far as Ally Spirit support is likely going since they're so wide-open as far as creation goes.
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McDougle
post Aug 6 2011, 07:36 PM
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Alright. Verrrry appreciated. (IMG:style_emoticons/default/biggrin.gif)
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McDougle
post Aug 6 2011, 08:25 PM
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BTW:

Do you still plan to somehow make gear/contacts ec. with attached notes noticable(darker Icon for contacts/ bold writing for gear ie)?
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Sengir
post Aug 7 2011, 12:48 AM
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Just used Chummer for the first time and ran into a couple of issues...apologies if some of this has already been covered.
- A Technomancer's Living Node has Response=Intuition; Intuition+1 in VR. VR initiative should be Intuitionx2 +1, but Chummer shows it as (VR Response)x2, or (Intuition +1)x2 +1.
- It would be nice to be able to delete a Karma/¥ entry after hitting save...I added a character with a long campaign log and had the manually undo stuff in the XML a couple of times
- When rightclicking on a drone or weapon mount, the menu entries "Add Gear" and "Add Weapon" can't just be pointed on to open a submenu, they also serve to open a different window when clicked on. That is REALLY unintuitive, better have everything that can be clicked on in the submenu
- Wouldn't it make more sense to have the "Add Gear" thing only show up when rightclicking on a drone, and "Add Weapon" when rightclicking on a Weapon Mount?
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longbowrocks
post Aug 7 2011, 07:51 AM
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Optimization is currently only available for commlinks, but in Unwired it works for devices, i.e. nodes. I don't know if you made that change intentionally or not, but there are my two cents just in case it was an accident.
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McDougle
post Aug 7 2011, 09:08 AM
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QUOTE (Sengir @ Aug 7 2011, 02:48 AM) *
- When rightclicking on a drone or weapon mount, the menu entries "Add Gear" and "Add Weapon" can't just be pointed on to open a submenu, they also serve to open a different window when clicked on. That is REALLY unintuitive, better have everything that can be clicked on in the submenu

I don´t understand why that should be uninuitive.
Some people use chummer with laptops, in which case such submenus you mention are a pain in the bum.
Popuö-Menus are not "state of the art", but they are functional and at least in my opinion serve their purpose. (IMG:style_emoticons/default/cyber.gif)
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Sengir
post Aug 7 2011, 10:45 AM
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QUOTE (McDougle @ Aug 7 2011, 09:08 AM) *
I don´t understand why that should be uninuitive.

Because the generally accepted convention (and hence what users expect) is that for example in this menu, the entry "Script-Fu" only serves to open the submenu. If something else happens when clicking (as opposed to pointing) on "Script-Fu", users will most likely only find it by accident.

As an example, see the new shadowrun4.com design. The entry "Game Resources" does not just open a submenu with links, but also is a link itself. And promptly, people where asking because they couldn't find the errata downloads anymore (IMG:style_emoticons/default/wink.gif)
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enkidu
post Aug 7 2011, 04:13 PM
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Having an issue when I try to save a character once I've ticked the 'Mark as Created' box. The game gives me an error message and informs me it'd like to shut down. It says an input string is incorrect. I've put in the qualities, with uncommon flashbacks the only thing I typed something for and the PACKS gear of B&E and basic covert. Any ideas what's going on ?



The full message is:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Convert.ToInt32(String value)
at Chummer.frmCreate.GetAvailInt(String strAvail)
at Chummer.frmCreate.ValidateCharacter()
at Chummer.frmCreate.ConfirmSaveCreatedCharacter()
at Chummer.frmCreate.SaveCharacter()
at Chummer.frmCreate.tsbSave_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.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: 4.0.0.0
Win32 Version: 4.0.30319.235 (RTMGDR.030319-2300)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.171
Win32 Version: 0.0.0.171
CodeBase: file:///C:/Users/Eoin/Desktop/Shadowrun/Chummer/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.235 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.232 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.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.

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Aku
post Aug 7 2011, 05:26 PM
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I'm obviously not nebular, but based on the exception test, it looks like you may have entered a non-interger number...somewhere... I can't tell, from the error message what is passing the value though.
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Nebular
post Aug 7 2011, 05:34 PM
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QUOTE (enkidu @ Aug 7 2011, 11:13 AM) *
Having an issue when I try to save a character once I've ticked the 'Mark as Created' box. The game gives me an error message and informs me it'd like to shut down. It says an input string is incorrect. I've put in the qualities, with uncommon flashbacks the only thing I typed something for and the PACKS gear of B&E and basic covert. Any ideas what's going on ?

It looks like it's choking on an item's Availability. It tries to extract just the number from an Availability like 6R or +4R, but it looks like there's an extra character in there that it isn't expecting (besides "+", "R", or "F"), so it bombs when it tries to convert the non-numeric value to a number. Could you send me your save file (nebular@shaw.ca) and I'll get it fixed up ASAP.
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Nebular
post Aug 7 2011, 05:53 PM
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QUOTE (Sengir @ Aug 6 2011, 07:48 PM) *
Just used Chummer for the first time and ran into a couple of issues...apologies if some of this has already been covered.
- A Technomancer's Living Node has Response=Intuition; Intuition+1 in VR. VR initiative should be Intuitionx2 +1, but Chummer shows it as (VR Response)x2, or (Intuition +1)x2 +1.
- It would be nice to be able to delete a Karma/¥ entry after hitting save...I added a character with a long campaign log and had the manually undo stuff in the XML a couple of times
- When rightclicking on a drone or weapon mount, the menu entries "Add Gear" and "Add Weapon" can't just be pointed on to open a submenu, they also serve to open a different window when clicked on. That is REALLY unintuitive, better have everything that can be clicked on in the submenu
- Wouldn't it make more sense to have the "Add Gear" thing only show up when rightclicking on a drone, and "Add Weapon" when rightclicking on a Weapon Mount?

I'll look at adding the Undo information to the save file. I originally didn't add them to the save because I had thought the undo information was going to be considerably larger and cause a lot of bloat, but it ended up being pretty small.

The context menus are something I would like to clean up at some point. They started out with only one or two items that applied to everything in the lists, but they ended up growing over time. I need to either add more individual context menus, or just filter out the results based on the item being clicked. This is pretty low on my list right now though as it's a lot of work for little-to-no actual impact on the application.

Living Persona is calculating correctly from what I can see based on SR4A 239. Response (INT) is limited by RES, so INT 6 and RES 4 means that your Response is going to be 4 instead of 6 (which shows as Response 4(5) on the printout since it's +1 in VR). With the same character, your Matrix Init would be 13 (INT x 2)+1 which is what I'm seeing when I create a Technomancer here.
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enkidu
post Aug 7 2011, 06:44 PM
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QUOTE (Nebular @ Aug 7 2011, 06:34 PM) *
It looks like it's choking on an item's Availability. It tries to extract just the number from an Availability like 6R or +4R, but it looks like there's an extra character in there that it isn't expecting (besides "+", "R", or "F"), so it bombs when it tries to convert the non-numeric value to a number. Could you send me your save file (nebular@shaw.ca) and I'll get it fixed up ASAP.


I've sent you along the save file but my quick experimentation shows it seems to be the White Noise Generator that's the issue.
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Nebular
post Aug 7 2011, 06:56 PM
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QUOTE (enkidu @ Aug 7 2011, 01:44 PM) *
I've sent you along the save file but my quick experimentation shows it seems to be the White Noise Generator that's the issue.

Found the problem. Gear was assuming that something that contained "+" was a plugin rather than starting. The parent is responsible for handling all child item Availability modifiers, but since there was no parent to take care of it, it never got interpreted properly and cause things to choke. Update is availble!

Build 172
  • Expense Entry Undo information is now part of the save files
  • correct a logic error in Gear Availability calculations that was checking to see if it contained "+" instead of starting with "+"
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Sengir
post Aug 7 2011, 06:59 PM
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QUOTE (Nebular @ Aug 7 2011, 06:53 PM) *
I'll look at adding the Undo information to the save file. I originally didn't add them to the save because I had thought the undo information was going to be considerably larger and cause a lot of bloat, but it ended up being pretty small.

As far as I understood the file structure, all it takes is removing the appropriate <expense> node under <expenses>, and then adjust <karma> or <nuyen> accordingly. At least that's what I do manually, and so far it didn't break the file (IMG:style_emoticons/default/wink.gif)

PS: I think I get your point, when the Karma/Nuyen have been spent on something that needs to be undone, too.

QUOTE
I need to either add more individual context menus, or just filter out the results based on the item being clicked.

Not sure if I got my point across correctly, so I used my 1337 Paint skills a bit:
http://img846.imageshack.us/img846/9589/chummermenu.png

QUOTE
Living Persona is calculating correctly from what I can see based on SR4A 239. Response (INT) is limited by RES, so INT 6 and RES 4 means that your Response is going to be 4 instead of 6 (which shows as Response 4(5) on the printout since it's +1 in VR). With the same character, your Matrix Init would be 13 (INT x 2)+1 which is what I'm seeing when I create a Technomancer here.

Hmmm, can't reproduce the problem either...probably just mixed up INT and RES when transferring from paper, sorry for the false alarm.
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Nebular
post Aug 7 2011, 08:07 PM
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QUOTE (Sengir @ Aug 7 2011, 01:59 PM) *
Not sure if I got my point across correctly, so I used my 1337 Paint skills a bit:
http://img846.imageshack.us/img846/9589/chummermenu.png

Ah, I see what you're saying now. Yeah, I was never happy with having that the way it was. It started out as just Weapons, then the ability to add Accessories and Mods for Vehicle Weapons came later and it just sort of went that way. That's an easy enough change and will likely be in the next update then. (IMG:style_emoticons/default/biggrin.gif)

QUOTE (Sengir @ Aug 7 2011, 01:59 PM) *
Hmmm, can't reproduce the problem either...probably just mixed up INT and RES when transferring from paper, sorry for the false alarm.

No worries. There have been a few weird mistakes in simple things, and Technomancers are about the only thing I haven't really played with, so I wanted to make sure that what I was seeing and understanding from reading was in fact correct.
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longbowrocks
post Aug 7 2011, 08:51 PM
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QUOTE (longbowrocks @ Aug 7 2011, 12:51 AM) *
Optimization is currently only available for commlinks, but in Unwired it works for devices, i.e. nodes. I don't know if you made that change intentionally or not, but there are my two cents just in case it was an accident.

Sorry to bug you again. Previously Chummer allowed optimization for all devices. I just want to see if that feature is coming back.
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RSS Lo-Fi Version Time is now: 9th March 2025 - 10:11 PM

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