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Nebular
post Apr 11 2013, 11:19 PM
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QUOTE (Machine Ghost @ Apr 10 2013, 03:45 PM) *
On the wiki page, http://www.chummergen.com/chummer/wiki/Imp...ent-System.ashx, couple of typos:
Under 'adapsin', "which discounts which discounts" should be just "which discounts"
Under adeptlinguistics, "which negates to cost of improving" should be "which negates the cost of improving"

Thanks for spotting these. Got 'em fixed! (IMG:style_emoticons/default/biggrin.gif)

Yeah, the whole interlinking of objects is going to be a barrel of fun to get working, along with getting everything to be infinitely recursive. The refactoring is going to be an interesting time. (IMG:style_emoticons/default/smile.gif)
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AhonokoP
post Apr 12 2013, 12:26 AM
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QUOTE (Nebular @ Apr 12 2013, 08:05 AM) *
Awesome! I'm really interested in seeing how well it works with non-Roman characters. (IMG:style_emoticons/default/smile.gif)

I noticed that you already have an account in Omae so I've setup your account to have permission to upload Japanese language files. The file for the UI translations should be called "jp.xml" and the one of the data should be called "jp_data.xml". As for version numbers, it doesn't matter; as long as you have the <version> tag in there with a number that's all it needs. The upload service takes care of stamping the files with version numbers. The first upload of each file should be stamped as -998 by the service. It's handled this way so that you can make updates as needed and I don't end up holding up the process as we're all in different time zones. (IMG:style_emoticons/default/wink.gif)

You can find the instructions on uploading the files on the Uploading Language Files of the Chummer Wiki.

Once it's uploaded, everyone will be able to download it using the Update window in Chummer. I also pack all of the language files into the main download each time I do an update. There will be a new update out soon, so they'll be packed in with it if they're available then.


I uploaded language files, thanks for instruction!
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Nebular
post Apr 12 2013, 01:30 AM
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QUOTE (AhonokoP @ Apr 11 2013, 06:26 PM) *
I uploaded language files, thanks for instruction!

Thanks! I had a big grin on my face when I saw it working! (IMG:style_emoticons/default/biggrin.gif) I've posted the news to the Chummer site as well so everyone can see your great work!
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Nebular
post Apr 13 2013, 04:03 AM
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I'm happy with where things are at to finally put out another update, so here it is! (a little earlier than planned (IMG:style_emoticons/default/biggrin.gif) )

Build 467
  • added a Threshold field to the Dice Roller window which will tell you if the roll was a success or failure
  • Karma and Nuyen tab now display charts to show the character's total Karma and Nuyen over time
  • fixed an issue where the Karma cost for increasing Initiation/Submersion Grade would not round correctly in the tooltip with Group and/or Ordeal checked
  • when selected, Armor Bundles now show the Ballistic and Impact Ratings of their equipped pieces
  • added support for <damageresistance /> to Quality requirements which requires a character's total Damage Resistance Pool to meet or exceed the specified size
  • Panzer Quality now requires Damage Resistance Pool of 5 instead of BOD 5
  • Paragons that offer a choice of bonuses now display their selected bonus on the Complex Forms and Sprites tab
  • Paragons that offer a choice of bonuses no longer prompt for a value to be entered in a textbox
  • fixed an issue where undoing an Nuyen Expense for an Armor Mod would not properly remove it from the list until reloading
  • removed the Concealable Holster from the Mortimer of London: Berwick Suit Jacket Ensemble
  • purchasing plugins for Gear with a quantity higher than 1 now costs the correct amount of Nuyen (plugin's cost x parent's quantity)
  • fixed an issue where Gear that is added as a plugin to another piece of Gear plugged into a piece of Armor could not be deleted until reloading the save file
  • increased maximum Rating for Wireless Negating Paint and Wallpaper from 6 to 10 to correspond to the Ratings of Jammers
  • changed Target Autosoft on Dragonfly Minidrone to Exotic Melee Weapon as per Arsenal Errata
  • corrected the Capacity for Clothing Ensembles
  • corrected the Avail for Firewall and System Vehicle Mods (0)
  • corrected the cost of Pelagos, Mediterranean
New Strings
  • Label_DiceRoller_Threshold
  • String_DiceRoller_Success
  • String_DiceRoller_Failure
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Machine Ghost
post Apr 13 2013, 08:41 AM
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QUOTE (Nebular @ Apr 12 2013, 09:03 PM) *
I'm happy with where things are at to finally put out another update, so here it is! (a little earlier than planned (IMG:style_emoticons/default/biggrin.gif) )

Build 467
  • .. snip ..

You rock!
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JaronKel1
post Apr 16 2013, 12:26 AM
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I'm having trouble using Chummer. When I execute the application nothing happens. I've been able to use it for about two months without any worries, but now it won't even run! I've tried deleting it and downloading it again, uninstalling and reinstalling the Microsoft .NET framework, and restarting my computer multiple times. I'm running Windows 7, if that makes a difference.
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cndblank
post Apr 16 2013, 12:30 AM
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Anyone at all?


The Chummer: Omae Character Exchange popup that list the characters in Omae is cutting off the top line of each characters but the top one.

It used to work fine.

QUOTE (cndblank @ Mar 27 2013, 10:00 AM) *
Anyone?

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SpellBinder
post Apr 16 2013, 02:50 AM
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Found a goof in the addition to the Dice Roller, when the Threshold is set it seems to call an insane number of glitches. In testing, with a DP of 6, Threshold 1, Gremlins 0, I got a dice roll of 2, 2, 1, 4, 3, 4 and the given result was "Failure (Glitch with 0 hits)", among other such weird results.
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Dakka Dakka
post Apr 16 2013, 05:51 AM
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What's weird about that result? This can happen if you roll physical dice as well. The interpretation is correct as well. There are no hits (a die shows 5 or 6) and there are not enough 1s to merit a glitch (half the pool are 1s)
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Machine Ghost
post Apr 16 2013, 06:33 AM
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That message seems to say that there was a glitch, which from the example dice is not the case. I ran a test with deliberately low dice pools to see what it reports for a real glitch:
R3, Threshold 1, Gremlins 0
6 1 1 Result: Success (Glitch with 1 Hits)
6 6 4 Result: Success (2 Hits)
4 3 1 Result: Failure (Glitch with 0 hits)
2 3 5 Result: Success (1 Hits)
6 1 5 Result: Success (2 Hits)
1 2 5 Result: Success (1 Hits)
4 3 3 Result: Failure (Glitch with 0 Hits)
4 1 1 Result: Critical Glitch

So yes, it appears that the message is showing a glitch when it should not, any time there are 0 hits. It should be showing
Result: Failure (0 Hits)
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Dakka Dakka
post Apr 16 2013, 06:39 AM
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Woops I misread that. There are indeed too many rolls that are deemed a glitch.
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bannockburn
post Apr 16 2013, 03:37 PM
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QUOTE (cndblank @ Apr 16 2013, 02:30 AM) *
Anyone at all?


The Chummer: Omae Character Exchange popup that list the characters in Omae is cutting off the top line of each characters but the top one.

It used to work fine.


Again:
http://forums.dumpshock.com/index.php?s=&a...t&p=1219677

@Nebular:
1.) When creating a Pixie character, Chummer counts 'Vanish' as a power instead of a weakness. Or, more precisely, the Pixie receives the power Vanishing, when it should receive the weakness Vanish (RC, p.85, not RW, p.215)
2.) Small typo: When adding a Software Programming Suit as gear, the corresponding item is missing the ing (Software Programm Suit). Guess, I know where it went (IMG:style_emoticons/default/wink.gif)
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Machine Ghost
post Apr 17 2013, 11:16 PM
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Looks like modifications are not completely implemented for commlinks
QUOTE (Commlink Modifications UW196)
Commlinks are considered to have 4 available modification slots. In addition to the mods noted below, the following options listed under Weapon Modifications on pp. 148–153, Arsenal, may also be applied to electronics: Ceramic/Plasteel Components, Chameleon Coating, Extreme Environment Mod, Gecko Grip, Metahuman Customization, Propulsion System, Skinlink, and Tracker.
Regardless of how many of the 'commlink options' I add, the main devices shows "Capacity: 0 (0 remaining)". The listed Arsenal modifications are not available as plugins, except skinlink, and there is no 'mod' option available.

I noticed this while doing something 'obvious' but non standard. I tried to add a microphone sensor to a commlink (to tie audio enhancements to), and got "Capacity: 0 (-1 remaining)". That lead me to check how normal modifications got handled. I made the microphone work by adding a custom placeholder to the commlink, then adding the microphone to that. Stayed at (0 remaining) that way. Just from general information, I would expect a commlink to have the equivalent of a handheld/minidrone sensor package, containing camera, microphone, and probably 'inertial' sensor. Especially since it can effectively be turned into a (mobile) drone using the "Propulsion System" modification.

For the refactoring, perhaps include an option (per device) to show/hide default/optional components. Like integrated sensor packages and nodes, so that they can be accessed when modifications are wanted, but that go away to reduce clutter when the contents are 'standard'.
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Mantis
post Apr 18 2013, 10:39 AM
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Weird bug has cropped up. When buying ammo via the add ammo button, the program multiplies the cost of the new ammo by that of the currently owned ammo. This only happens when you use the button. If you just buy ammo from the main menu it works fine. I nearly had a heart attack when I bought an additional 100 rounds of APDS and it cost over 100,000¥.
I suspect this is being caused by something in this new fix.
QUOTE
purchasing plugins for Gear with a quantity higher than 1 now costs the correct amount of Nuyen (plugin's cost x parent's quantity)
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fmatte
post Apr 18 2013, 01:32 PM
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I've found a few issues with the special weapons listed in the SR4A on page 319.

1) Chummer uses the pistol skill instead of the Exotic Ranged Weapon skill
2) These weapons don't show in the Exotic Ranged Weapon skill specialization list

Also, for minigrenades (which can only be fired with a grenade launcher) Chummer uses the Pistol skill instead of the Heavy Weapons skill.
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bannockburn
post Apr 18 2013, 01:36 PM
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for 2: You can't specialize in Exotic Weapons skills, so you're supposed to enter a value by yourself (IMG:style_emoticons/default/smile.gif)
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fmatte
post Apr 18 2013, 02:21 PM
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QUOTE (bannockburn @ Apr 18 2013, 08:36 AM) *
for 2: You can't specialize in Exotic Weapons skills, so you're supposed to enter a value by yourself (IMG:style_emoticons/default/smile.gif)


I know, but there's already a pre-filled list (IMG:style_emoticons/default/smile.gif)

But anyway the idea here was that for the weapon itself, Chummer uses the wrong skill. It calculates it properly if you take weapon from the Exotic Weapon group such as the Ares Screech Sonic Rifle but not from the special weapon group
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Nebular
post Apr 18 2013, 11:16 PM
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QUOTE (cndblank @ Apr 15 2013, 06:30 PM) *
Anyone at all?


The Chummer: Omae Character Exchange popup that list the characters in Omae is cutting off the top line of each characters but the top one.

It used to work fine.

I had posted this before in response: (IMG:style_emoticons/default/smile.gif)
QUOTE (Nebular @ Mar 21 2013, 12:53 PM) *
I can't seem to get this to happen at all... It doesn't have anything to do with your browser since it's all custom controls and doesn't use any web browser components. Could you either post a link to a screenshot or email me a screenshot (nebular@shaw.ca) so I can see what it's currently looking like? That might help me figure out what's going on. Right now it sounds like a font size issue, but that should have been corrected ages ago with all of the other font size/scaling fixes I made.
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Nebular
post Apr 18 2013, 11:39 PM
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QUOTE (bannockburn @ Apr 16 2013, 09:37 AM) *
Again:
http://forums.dumpshock.com/index.php?s=&a...t&p=1219677

@Nebular:
1.) When creating a Pixie character, Chummer counts 'Vanish' as a power instead of a weakness. Or, more precisely, the Pixie receives the power Vanishing, when it should receive the weakness Vanish (RC, p.85, not RW, p.215)
2.) Small typo: When adding a Software Programming Suit as gear, the corresponding item is missing the ing (Software Programm Suit). Guess, I know where it went (IMG:style_emoticons/default/wink.gif)

I've updated the data files to correct these.
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Nebular
post Apr 18 2013, 11:40 PM
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QUOTE (fmatte @ Apr 18 2013, 07:32 AM) *
I've found a few issues with the special weapons listed in the SR4A on page 319.

1) Chummer uses the pistol skill instead of the Exotic Ranged Weapon skill
2) These weapons don't show in the Exotic Ranged Weapon skill specialization list

Also, for minigrenades (which can only be fired with a grenade launcher) Chummer uses the Pistol skill instead of the Heavy Weapons skill.

I've updated the data files to add the missing Exotic Ranged Weapons Skill to these Weapons; they should now appear in the list of Exotic Ranged Weapon Specializations. It just pulls a list of all of the Weapons that use the Skill.

I've also added the Heavy Weapons Skill to the Minigrenades; technically they shouldn't even show a Dice Pool since they require the Grenade Launcher which shows its own Dice Pool but you could argue that someone might throw them by hand in a desperate situation, so I can see where showing the Pistols value would be rather confusing. Never even noticed that 'til now. (IMG:style_emoticons/default/smile.gif)
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SpellBinder
post Apr 18 2013, 11:42 PM
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On the subject of weapons, the Victorinox SmartStaff uses different skills for the various forms it can take. Currently it happens to pull from the same skill regardless if you are using it as a short sword or a pole arm.
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Nebular
post Apr 18 2013, 11:57 PM
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QUOTE (SpellBinder @ Apr 15 2013, 08:50 PM) *
Found a goof in the addition to the Dice Roller, when the Threshold is set it seems to call an insane number of glitches. In testing, with a DP of 6, Threshold 1, Gremlins 0, I got a dice roll of 2, 2, 1, 4, 3, 4 and the given result was "Failure (Glitch with 0 hits)", among other such weird results.

Whoops, there's a Glitch string put in the non-Glitched path of logic. It should just read "Failure (0 Hits)". I'll have this fixed in the next update.
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Nebular
post Apr 19 2013, 03:31 AM
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QUOTE (SpellBinder @ Apr 18 2013, 05:42 PM) *
On the subject of weapons, the Victorinox SmartStaff uses different skills for the various forms it can take. Currently it happens to pull from the same skill regardless if you are using it as a short sword or a pole arm.

Updated the Weapons file to correct this.
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Shaidar
post Apr 19 2013, 03:49 AM
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I'm having troubles getting a Custom Metatype file to work.

I'm trying to create a new race for a player, I thought I'd go the Metatype route as opposed to adding a Metavariant because I wanted different Attribute ranges

But I can't get custom files for either to show-up in Chummer.

I also can't figure out how to use the XSD files.
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fmatte
post Apr 19 2013, 10:32 AM
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QUOTE (Nebular @ Apr 18 2013, 06:40 PM) *
I've updated the data files to add the missing Exotic Ranged Weapons Skill to these Weapons; they should now appear in the list of Exotic Ranged Weapon Specializations. It just pulls a list of all of the Weapons that use the Skill.

I've also added the Heavy Weapons Skill to the Minigrenades; technically they shouldn't even show a Dice Pool since they require the Grenade Launcher which shows its own Dice Pool but you could argue that someone might throw them by hand in a desperate situation, so I can see where showing the Pistols value would be rather confusing. Never even noticed that 'til now. (IMG:style_emoticons/default/smile.gif)


The grenade launcher does show its own dicepool in chummer, but not on the printed character sheet. It simply displays "Grenade", so we have to look at the minigrenade line to know the dicepool.

I've updated Chummer, but it still uses the pistol dicepool for the minigrenade
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