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> Jackpoint, SR3 software suite
Tanka
post Aug 12 2006, 06:47 PM
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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.
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craigpierce
post Aug 14 2006, 02:47 AM
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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.
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Tanka
post Aug 14 2006, 05:05 AM
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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?
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eidolon
post Aug 14 2006, 08:53 PM
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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 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 ]


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 ]




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?


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craigpierce
post Aug 15 2006, 01:53 AM
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well, i asked for that :) thanks guys!
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craigpierce
post Aug 15 2006, 01:56 AM
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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)
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craigpierce
post Aug 15 2006, 02:04 AM
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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)
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craigpierce
post Aug 15 2006, 02:11 AM
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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!
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Tanka
post Aug 15 2006, 05:51 AM
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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. :)
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eidolon
post Aug 15 2006, 05:53 PM
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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.
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craigpierce
post Aug 15 2006, 05:53 PM
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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.
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Tanka
post Aug 15 2006, 05:54 PM
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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.
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craigpierce
post Aug 15 2006, 05:57 PM
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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.
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eidolon
post Aug 15 2006, 06:08 PM
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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.
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eidolon
post Aug 19 2006, 11:49 PM
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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 ]


- 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!! :D
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craigpierce
post Aug 20 2006, 04:44 PM
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damn :eek:

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!
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craigpierce
post Aug 20 2006, 05:57 PM
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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 this test program 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!
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eidolon
post Aug 20 2006, 11:39 PM
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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.
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Connor
post Aug 21 2006, 05:26 AM
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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.
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craigpierce
post Aug 21 2006, 04:17 PM
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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!
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craigpierce
post Aug 22 2006, 05:31 PM
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hey connor -

can you check this one out for me?

My Application II
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Connor
post Aug 22 2006, 06:58 PM
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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.
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craigpierce
post Aug 22 2006, 07:19 PM
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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!

RAR file

ZIP file

p.s. the '.bin' file is what came up for OS9 and the folder has all of the files that came up for OSX.
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Connor
post Aug 22 2006, 08:25 PM
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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.
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craigpierce
post Aug 22 2006, 09:03 PM
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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 :wavey:
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