Jackpoint, SR3 software suite |
Jackpoint, SR3 software suite |
Jan 31 2006, 03:41 PM
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#26
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
using the :nuyen: 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. |
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Jan 31 2006, 09:41 PM
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#27
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Target Group: Members Posts: 3 Joined: 11-November 03 Member No.: 5,813 |
I would love to help test this software! It looks absolutely excellent.
Cheers, Okkam |
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Feb 2 2006, 04:23 AM
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#28
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
i updated the features list in post one.
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Feb 4 2006, 07:13 PM
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#29
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
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? |
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Feb 4 2006, 07:35 PM
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#30
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
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. |
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Feb 4 2006, 09:51 PM
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#31
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Target Group: Members Posts: 68 Joined: 26-January 06 Member No.: 8,201 |
Oh my...yes when can we get a hold of this beautiful thing...
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Feb 4 2006, 11:39 PM
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#32
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
man, i didn't mean to be a tease or anything - but you understand...a guy just can't put out too soon :spin:
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. |
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Feb 5 2006, 12:50 AM
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#33
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Moving Target Group: Members Posts: 175 Joined: 15-July 04 From: Imperial Japan Member No.: 6,483 |
I'm not worthy!!! Sounds Great! :) |
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Feb 5 2006, 08:12 PM
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#34
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
WHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEokay :D |
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Feb 9 2006, 03:30 PM
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#35
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Chrome to the Core Group: Dumpshocked Posts: 3,152 Joined: 14-October 03 From: ::1 Member No.: 5,715 |
Me? Excited? No... Well, yes.
Can't wait to try it out! |
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Feb 11 2006, 11:34 PM
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#36
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
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) |
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Feb 12 2006, 04:15 AM
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#37
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Chrome to the Core Group: Dumpshocked Posts: 3,152 Joined: 14-October 03 From: ::1 Member No.: 5,715 |
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... :notworthy: :notworthy: :notworthy: :notworthy: |
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Feb 12 2006, 06:25 PM
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#38
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
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. |
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Feb 12 2006, 06:37 PM
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#39
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
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... |
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Feb 12 2006, 09:53 PM
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#40
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Chrome to the Core Group: Dumpshocked Posts: 3,152 Joined: 14-October 03 From: ::1 Member No.: 5,715 |
Yep.
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.
No problem. I look forward to when it comes out of Beta. |
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Feb 12 2006, 11:04 PM
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#41
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
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. |
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Feb 12 2006, 11:06 PM
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#42
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Not so much a bug, really, just a typo. When you click "Initiate" in the character creator, the buttons read "OK" and "Cancle". :)
Other than that, although I've only done a very brief poking around, :notworthy: :notworthy: :notworthy: |
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Feb 13 2006, 12:24 AM
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#43
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
yep - i've probably done that a lot. and thank you both (tanka and eidolon) for the :notworthy: praise. i just hope more people feel that way about it than not. |
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Feb 13 2006, 12:46 AM
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#44
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Moving Target Group: Members Posts: 164 Joined: 7-July 03 Member No.: 4,891 |
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. |
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Feb 13 2006, 03:48 AM
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#45
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
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:
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. |
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Feb 13 2006, 04:45 AM
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#46
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Neophyte Runner Group: Members Posts: 2,453 Joined: 17-September 04 From: St. Paul Member No.: 6,675 |
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. |
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Feb 13 2006, 05:39 AM
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#47
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
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. |
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Feb 13 2006, 05:54 AM
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#48
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
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. |
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Feb 13 2006, 06:07 AM
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#49
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
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. |
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Feb 13 2006, 06:43 AM
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#50
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
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.
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