IPB

Welcome Guest ( Log In | Register )

86 Pages V  « < 42 43 44 45 46 > »   
Closed TopicStart new topic
valavaern
post Sep 1 2012, 04:58 AM
Post #1076


Target
*

Group: Members
Posts: 34
Joined: 22-July 12
Member No.: 53,078



New bug found: bioware suites throw an error when adding a suite that has a piece with a variable cost, such a moderate bio-sculpting. Clicking through the error allows you to add the suite just fine (and brings up the price selection menu for the offending piece).

[ Spoiler ]
Go to the top of the page
 
+Quote Post
valavaern
post Sep 1 2012, 06:27 AM
Post #1077


Target
*

Group: Members
Posts: 34
Joined: 22-July 12
Member No.: 53,078



Error found: Program Suites (such the FTL Matrix Wizard) cannot be gotten in hacked form, like the normal matrix programs (and program bundles listed in that category) can.
Go to the top of the page
 
+Quote Post
Hellfire
post Sep 1 2012, 04:18 PM
Post #1078


Target
*

Group: Members
Posts: 74
Joined: 26-January 12
Member No.: 48,220



QUOTE (valavaern @ Sep 1 2012, 07:27 AM) *
Error found: Program Suites (such the FTL Matrix Wizard) cannot be gotten in hacked form, like the normal matrix programs (and program bundles listed in that category) can.


Also if a program suite is part of a custom PACKs kit, the price is deducted twice when you add the custom PACKs kit: once for the suite and once for each and every program in the suite.
Go to the top of the page
 
+Quote Post
valavaern
post Sep 2 2012, 04:46 PM
Post #1079


Target
*

Group: Members
Posts: 34
Joined: 22-July 12
Member No.: 53,078



request for new house rule options: Free Spirits get power points equal to their Magic instead of Edge.
Go to the top of the page
 
+Quote Post
Sid Nitzerglobin
post Sep 2 2012, 11:58 PM
Post #1080


Moving Target
**

Group: Members
Posts: 171
Joined: 4-August 12
From: Cincinnati, OH
Member No.: 53,107



Bug (maybe?): Can't figure out a way to remove a week entry in the Calendar of a created character. Just being able to edit start date would be helpful for my current character.

Just got the new update and it still looks like we still have the Smartlink dice pool mod applied to Pistols & Automatics (haven't checked other firearm types) on the Skills tab for created or non-created characters, but no dice pool mod for a personalized grip on a melee weapon. No biggy, just thought I'd mention in case you thought this was addressed.
Go to the top of the page
 
+Quote Post
bannockburn
post Sep 3 2012, 04:48 PM
Post #1081


Shooting Target
****

Group: Members
Posts: 1,647
Joined: 22-April 12
From: somewhere far beyond sanity
Member No.: 51,886



Interestingly enough, I've just checked an older character in career mode, and her lifestyle qualities have vanished. I also can't add them again (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
Nebular
post Sep 5 2012, 09:58 PM
Post #1082


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Sengir @ Aug 30 2012, 04:13 AM) *
Something else, I got the latest Chummer update as bycatch in a Wireshark log and it seems you transmit the XML files uncompressed -- isn't that a bit wasteful on your bandwidth?

Very, yes. (IMG:style_emoticons/default/smile.gif) The critters.xml file is 965 KB and compresses quite nicely down to 44 KB. Omae compresses all of its content to save bandwidth and disk space and to make downloading things much quicker. The update stuff, however, came long before any of that. The server host doesn't seem to care about disk space and bandwidth (or I'm coming nowhere near any limits if there are any). This was also long before I started really working with compression, had about half as many data files, all of the data files were much smaller, and had only a handful of users as opposed to the thousands I now have. The expectation was I'd be lucky if a dozen people used it, so it never seemed like an issue to me. (IMG:style_emoticons/default/biggrin.gif)

EDIT: I managed to get this implemented fairly quickly. I'll have this in the next update.
Go to the top of the page
 
+Quote Post
Nebular
post Sep 5 2012, 10:00 PM
Post #1083


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (BigMrE @ Aug 30 2012, 07:13 PM) *
What if you just named it (for example) Ares Predator 2050 or something like that?

And I'm sorry I didn't see the post you referenced before I asked the question...for some reason I didn't think to search...

No worries. There's a lot of stuff between this thread and the previous one so it gets pretty hard to see what has been said before. (IMG:style_emoticons/default/smile.gif) I do like the idea of just adding 2050 to the name, so I'll likely go with that method.
Go to the top of the page
 
+Quote Post
Nebular
post Sep 5 2012, 10:05 PM
Post #1084


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (SpellBinder @ Aug 31 2012, 10:25 PM) *
A simple gear update. Arsenal, page 142, the Shielded Smuggling Compartment is listed with a cost of ¥3,000+ and Chummer is locked at ¥3,000.

You'd think so, but this also requires a change to the code. Vehicle Mods don't currently support variable costs. I'll have this in the next update. (IMG:style_emoticons/default/wink.gif)
Go to the top of the page
 
+Quote Post
Nebular
post Sep 5 2012, 10:09 PM
Post #1085


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (bannockburn @ Sep 3 2012, 10:48 AM) *
Interestingly enough, I've just checked an older character in career mode, and her lifestyle qualities have vanished. I also can't add them again (IMG:style_emoticons/default/smile.gif)

Could you email me one of your affected save files so I can see what's happening? (nebular@shaw.ca)
Go to the top of the page
 
+Quote Post
Nebular
post Sep 5 2012, 10:29 PM
Post #1086


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (KnightAries @ Aug 29 2012, 07:49 PM) *
Error thrown when adding PACKS.

".", hexadecimal value 0x00, is an invalid character. Line 2, position 1.

I can't seem to reproduce this. It looks like this happens when the PACKS Kit window opens. Do you have any custom PACKS Kits created? If you do, could you please email them to me (nebular@shaw.ca) so I can see what the issue might be?
Go to the top of the page
 
+Quote Post
Nebular
post Sep 5 2012, 11:32 PM
Post #1087


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Sid Nitzerglobin @ Sep 2 2012, 05:58 PM) *
Bug (maybe?): Can't figure out a way to remove a week entry in the Calendar of a created character. Just being able to edit start date would be helpful for my current character.

Just got the new update and it still looks like we still have the Smartlink dice pool mod applied to Pistols & Automatics (haven't checked other firearm types) on the Skills tab for created or non-created characters, but no dice pool mod for a personalized grip on a melee weapon. No biggy, just thought I'd mention in case you thought this was addressed.

The Calendar is design to not allow you to remove a week, the idea that each week should happen in sequence so removing one didn't seem appropriate. I do, however, now realise the need to adjust the starting period in case the wrong values were selected. I'll add this to my list of stuff to do.

The Smartlink bonus really should come out of the Skills bonuses. This was put in long before Weapons showed their Dice Pool so it is really no longer needed. The Smartlink bonus should only appear in the Weapon's Dice Pool value, not in any Active Skill total. The current method is redundant and misleading since it applies only to Weapons that have Smartgun and not to the Active Skill as a whole. So the way Personalized Grip, Melee currently works should be correct - it should only increase the Weapon's Dice Pool and not be reflected in an Active Skill's total. I'll hopefully have this cleaned up in the next update.
Go to the top of the page
 
+Quote Post
Nebular
post Sep 5 2012, 11:55 PM
Post #1088


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



Build 408
  • Vehicle Mods now support variable Costs
  • selecting a Cyberware or Bioware Suite that contains an item with a variable Cost no longer throws an error
  • added a house rule to allow Free Spirit Power Points to be based on MAG instead of EDG
  • data files are now downloaded in a compressed format and decompressed locally to greatly reduce the amount of time it takes for them to be downloaded
  • removed the Include Smartlink bonus in Active Skills option since it is no longer necessary (see below)
Include Smartlink bonus in Active Skills option removed
Weapons have displayed their own calculated Dice Pools since build 314. As a result, showing the Smartlink bonus in an Active Skill has become redundant and rather misleading since it is applied on a per-Weapon basis instead of the Active Skill as a whole. The Weapon Dice Pool accurately reflects any Smartlink bonuses the character receives.

New Strings
  • Checkbox_Option_FreeSpiritPowerPointsMAG
Deleted Strings
  • Checkbox_Options_IncludeSmartlink
Go to the top of the page
 
+Quote Post
SpellBinder
post Sep 6 2012, 01:38 AM
Post #1089


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



QUOTE (Nebular @ Sep 5 2012, 04:05 PM) *
You'd think so, but this also requires a change to the code. Vehicle Mods don't currently support variable costs. I'll have this in the next update. (IMG:style_emoticons/default/wink.gif)
Well, that explains the "Special Equipment" mod I tried creating last week, and the fit Chummer threw when I tried to test it.
Go to the top of the page
 
+Quote Post
valavaern
post Sep 6 2012, 02:37 AM
Post #1090


Target
*

Group: Members
Posts: 34
Joined: 22-July 12
Member No.: 53,078



QUOTE (Nebular @ Sep 5 2012, 06:55 PM) *
  • selecting a Cyberware or Bioware Suite that contains an item with a variable Cost no longer throws an error
  • added a house rule to allow Free Spirit Power Points to be based on MAG instead of EDG


thank you and thank you~
Go to the top of the page
 
+Quote Post
KnightAries
post Sep 6 2012, 03:41 AM
Post #1091


Moving Target
**

Group: Members
Posts: 243
Joined: 15-July 12
From: Everywhere that's in the middle of nowhere.
Member No.: 53,043



QUOTE (Nebular @ Sep 5 2012, 03:29 PM) *
I can't seem to reproduce this. It looks like this happens when the PACKS Kit window opens. Do you have any custom PACKS Kits created? If you do, could you please email them to me (nebular@shaw.ca) so I can see what the issue might be?

Thanks. It was the customPACKS.xml. Same one I sent you earlier if you still have it. If not I can resend it.
Go to the top of the page
 
+Quote Post
valavaern
post Sep 6 2012, 05:55 AM
Post #1092


Target
*

Group: Members
Posts: 34
Joined: 22-July 12
Member No.: 53,078



Okay, probably a stupid question, but..... what file are the free spirit powers in? I wanted to do so adjustments to the point costs, but I can't find them. :x
Go to the top of the page
 
+Quote Post
X-Kalibur
post Sep 6 2012, 06:01 AM
Post #1093


Runner
******

Group: Members
Posts: 2,579
Joined: 30-May 06
From: SoCal
Member No.: 8,626



BUG - Throwing weapons doesn't seem to be properly pulling from the table. Only the Boomerang and Net show up for me.

Also, given the entry for the boomerang, it seems there is no math currently in place to calculate the bonus distance and damage for Power Throw and Missile Mastery.
Go to the top of the page
 
+Quote Post
Hellfire
post Sep 6 2012, 12:38 PM
Post #1094


Target
*

Group: Members
Posts: 74
Joined: 26-January 12
Member No.: 48,220



QUOTE (X-Kalibur @ Sep 6 2012, 07:01 AM) *
BUG - Throwing weapons doesn't seem to be properly pulling from the table. Only the Boomerang and Net show up for me.

Also, given the entry for the boomerang, it seems there is no math currently in place to calculate the bonus distance and damage for Power Throw and Missile Mastery.


All other Throwing Weapons (for example Knives, Shuriken, Grenates etc. ) are under "Ammunition" in the Gear tab (but they show up under the Weapons tab once you have bought some).
Go to the top of the page
 
+Quote Post
Hellfire
post Sep 6 2012, 12:55 PM
Post #1095


Target
*

Group: Members
Posts: 74
Joined: 26-January 12
Member No.: 48,220



Found a small bug:
The Urban Explorer Jumpsuit comes equipped with a biomonitor (and a music player (IMG:style_emoticons/default/smile.gif) ) SR4A p. 326/327
Go to the top of the page
 
+Quote Post
KnightAries
post Sep 6 2012, 01:07 PM
Post #1096


Moving Target
**

Group: Members
Posts: 243
Joined: 15-July 12
From: Everywhere that's in the middle of nowhere.
Member No.: 53,043



QUOTE (valavaern @ Sep 5 2012, 09:55 PM) *
Okay, probably a stupid question, but..... what file are the free spirit powers in? I wanted to do so adjustments to the point costs, but I can't find them. :x

critterpowers.xml IIRC.
Go to the top of the page
 
+Quote Post
X-Kalibur
post Sep 6 2012, 03:20 PM
Post #1097


Runner
******

Group: Members
Posts: 2,579
Joined: 30-May 06
From: SoCal
Member No.: 8,626



QUOTE (Hellfire @ Sep 6 2012, 05:38 AM) *
All other Throwing Weapons (for example Knives, Shuriken, Grenates etc. ) are under "Ammunition" in the Gear tab (but they show up under the Weapons tab once you have bought some).


For part 1, you are correct. I didn't see them under ammunition. But there's no math linking them to the adept powers.
Go to the top of the page
 
+Quote Post
Sid Nitzerglobin
post Sep 6 2012, 04:47 PM
Post #1098


Moving Target
**

Group: Members
Posts: 171
Joined: 4-August 12
From: Cincinnati, OH
Member No.: 53,107



QUOTE (Nebular @ Sep 5 2012, 07:55 PM) *
Build 408
    ...
  • removed the Include Smartlink bonus in Active Skills option since it is no longer necessary (see below)
Include Smartlink bonus in Active Skills option removed
Weapons have displayed their own calculated Dice Pools since build 314. As a result, showing the Smartlink bonus in an Active Skill has become redundant and rather misleading since it is applied on a per-Weapon basis instead of the Active Skill as a whole. The Weapon Dice Pool accurately reflects any Smartlink bonuses the character receives.
...


Cool, thanks for clearing that up. In relation to this, I guess I have a bug and a feature request.

Bug: Dice pool displayed for melee weapons on the Street Gear\Weapons tab isn't adding specialization dice as firearms are (specifically tested w/ Katanas on character w/ Swords specialization) .

Feature Request: On the Character Sheet, add dice pool value to weapon stat block that includes all standard bonuses for that particular weapon in the hands of the character.

Feature Request 2: Include applicable Martial Arts advantage DV bonuses in weapon DV in Street Gear\Weapons and on weapon stat block on Character Sheets. I realize this probably involves more work as I'm not sure the martial arts advantages have any code machinery behind them to apply the bonuses at this point from what I could see.

Thanks again for a very cool and useful app!
Go to the top of the page
 
+Quote Post
X-Kalibur
post Sep 7 2012, 04:13 AM
Post #1099


Runner
******

Group: Members
Posts: 2,579
Joined: 30-May 06
From: SoCal
Member No.: 8,626



QUOTE (Sid Nitzerglobin @ Sep 6 2012, 09:47 AM) *
Feature Request 2: Include applicable Martial Arts advantage DV bonuses in weapon DV in Street Gear\Weapons and on weapon stat block on Character Sheets. I realize this probably involves more work as I'm not sure the martial arts advantages have any code machinery behind them to apply the bonuses at this point from what I could see.


It should do this already. I know it works for blades at least, I had a +1DV advantage for blades and it gave me the extra DV on all bladed weapons in the list.
Go to the top of the page
 
+Quote Post
Nebular
post Sep 7 2012, 01:18 PM
Post #1100


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



I've just noticed a rather hideous issue with updating the language files that is the result of the recent change I made to download compressed versions of data files; it doesn't use compression with the language files which I thought would be OK (turns out I was wrong). I'll have a fix for this available this evening. If you update the application manually, everything will be OK. If you're using automatic updates, chances are the app will get stuck in an infinite loop trying to update the French language files that it will never successfully update. If you're encountering this issue, you can download the files manually using the links below. Once they're downloaded, place both files in your Chummer\lang directory and you should be back to normal.

http://www.chummergen.com/dev/chummer/lang/fr.xml
http://www.chummergen.com/dev/chummer/lang/fr_data.xml
Go to the top of the page
 
+Quote Post

86 Pages V  « < 42 43 44 45 46 > » 
Closed TopicStart new topic

 

RSS Lo-Fi Version Time is now: 6th June 2025 - 04:55 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.