Jackpoint, SR3 software suite |
Jackpoint, SR3 software suite |
Sep 6 2006, 08:11 PM
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#301
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
i must've missed this - you have a website going (or, in planing anyway)? is it SR related, general RPG related or other? what's the URL? sorry if you mentioned this already...i can't keep up! |
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Sep 6 2006, 08:22 PM
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#302
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Nah, you didnt' miss it. It's not functional yet, so it's not up. It's the hub for my extended roleplaying group(s), which are now scattered across the US. We (will) have the site and forums. I'll shoot you a url if I ever get around to putting anything up worth looking at. :)
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Sep 8 2006, 11:31 PM
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#303
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
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Sep 21 2006, 09:30 PM
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#304
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Is there any chance you'll be opening the source at some point?
~J |
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Sep 22 2006, 04:14 PM
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#305
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
i won't reject the idea. i do know that i won't be releasing the current version's code...it's way too fugly. |
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Oct 9 2006, 12:06 AM
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#306
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Target Group: Members Posts: 3 Joined: 8-October 06 Member No.: 9,572 |
Hey,
Wanted to offer my coding help in converting this to SR4. Personally I've been looking for a good tool like this, since I'm new to GM'ing Shadowrun (mostly I'd run Chaosium's Call of Cthulhu before). And now for some qualification as to what type of help I can actually offer. Been coding for years, mostly concentrated during my highschool and college years (which just ended in May). Done a lot of stuff in VB, C++, C#, Java, blah, blah, blah. Focused on .Net stuff. My CS concentration was towards Information Security, but I digress. If having another experienced coder could help out, lemme know. I'm still looking for gainful full-time post-graduate software dev employment atm, and could use some hobby projects to fill in my time. -- ShinigamiShadow |
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Oct 9 2006, 02:16 PM
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#307
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Ahh!! No coding for 4 until 3 is done! Now work monkeys work!
;) totally kidding (although a new update would be nice...:D) |
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Oct 10 2006, 10:20 PM
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#308
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
thanks Shinigami, but i'm not looking for help right now - this is still a great way for me to learn new things and i learn best hands-on.
and, eidolon, look for a big jump to 1.5 before thanksgiving (i know, it's a long way off...but i'm skipping 4 numbers here! :P) |
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Oct 14 2006, 12:28 AM
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#309
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
i'd like to fish for some suggestions, if i may...
what do you like/dislike about the dice roller? do you think it's fairly easy to use/navigate, or is it too 'busy' to find where to enter stuff like number of dice to roll and TN? any feedback would be great - thanks! |
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Oct 18 2006, 07:37 PM
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#310
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Target Group: Members Posts: 29 Joined: 9-February 05 Member No.: 7,073 |
If I may,
I like the idea of being able to choose specific characters to view, and getting to input their dice pools, but it might be more effective (and more time consuming for you :) ) to have it so that you could list ALL of the dice pools for ALL of the chars involved in the action. Selecting several and having a table pop up with everyone's pools, and tracking it throughout the turn and then refreshing after the last initiative pass. Too much work? And as far as the interface is concerned, it might do with a little facelift, sure, but it's simple enough to understand with some fiddling. |
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Oct 18 2006, 07:44 PM
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#311
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Awesome!! 1.5!! Looking forward to it.
Now, pardon me if this is already the case, because I don't have JP on my work machine here to look at, but in the die roller it currently shows you the individual results of all the dice rolled, right? So going off that as being the case (I think), I'd like to see each die result as it is now, but I'd also love it if off to the right of that or something, you could see sheer number of successes against the TN that was set. I assume that this is in the works, since by default it's how you'd want it for SR4, but it would also be handy for SR3, since they're still tests against a TN even thought the TN changes. It might already do this, it's been a while since I had time to poke around with JP, so if it already does, ignore me. 1.5!!!! |
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Oct 18 2006, 10:23 PM
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#312
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
it does :) but, the problem as i see it is that the 'Number of Successes' box is well hidden among many other number boxes... i just feel like any one box gets lost in the mix and i was wondering if anyone else felt the same. |
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Oct 18 2006, 10:25 PM
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#313
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
it sounds like you're asking for a 'group die roller' that would function much like the 'group perception roller' - do i understand correctly? if i do - it's a great idea and i will definitally build it as soon as i'm building new things instead of fixing old ones :) |
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Oct 18 2006, 10:30 PM
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#314
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
the rewrite has been going on for about a week now and i have to say that this is looking MUCH better than the previous version.
i'm coding smarter not harder and it's a HUGE improvement - later bug fixes and improvements will be MUCH easier to implement now that the code is clean and centralized into classes and things. and it's also paving the way for SR4 since classes are basically plug-n-play (plus i'm already including IF statements where JP will have to act differently depending on which system you're using it for). oh, and eidolon, i've even changed the UI - i think that you may have full ranges back one day (but not this release). |
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Oct 19 2006, 03:56 AM
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#315
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
[carl from aqua teen voice]
Oh, sweet, sweet nectar. It's like Jackpoint is tearin' ass around my yard. [/carl] |
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Oct 28 2006, 09:30 PM
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#316
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
update:
i'm done with the new UI and i really like it - i hope that you all will too...it's not as 'pretty' as the last one but this one actually moves and expands with the window instead of the window being a static size. i've got all of my classes working - they're perfect. the GMConsole is almost done and i can already see from the little functionality i actually have that this version will be very stable - much more solid than the previous. the character file format has changed with the introduction of the character class - however, i plan to work in the ability to change your characters over to the new format...AND this is the last time you'll have to worry about your characters porting from one version to another since classes aren't as finicky about missing elements and such. i think that's about it. i'd like to have this out by december. |
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Oct 28 2006, 10:33 PM
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#317
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Chrome to the Core Group: Dumpshocked Posts: 3,152 Joined: 14-October 03 From: ::1 Member No.: 5,715 |
Any chance of screenshots of the new GUI? :D
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Oct 29 2006, 03:09 PM
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#318
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
http://shadowrun.dinfinity.net/njp_screenshots.zip it's not complete - some colors are wrong or boxes slightly out of place etc. you'll note that the right side is just the character sheet - so it's open at all times - and the left is 99% of the functionality...character console, GM console, etc. and the splitter in between the two is movable. it's optimized for 1024x768 or larger (the screenshots are 1024x768)...anything less will be tough and 800x600 is almost impossible...you'll cut out some controls and such. i've also worked it out so that it'll remember what size you've made the window and in what position you've set the splitter - so once you set the window how you like it it'll stay that way from session to session. |
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Oct 29 2006, 07:51 PM
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#319
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Chrome to the Core Group: Dumpshocked Posts: 3,152 Joined: 14-October 03 From: ::1 Member No.: 5,715 |
Awesome. Looking good.
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Nov 10 2006, 09:11 PM
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#320
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Target Group: Members Posts: 29 Joined: 9-February 05 Member No.: 7,073 |
It's been a bit since I've chimed in, but I wanted to say I think the new UI is an improvement. Definitely looks better and I'm still using Jackpoint for my game.
Thank. You. Here's a suggestion: Wouldn't it look cool if some of the graphics from the books were used to border the UI? By that, I mean things like the TV screens and wiring from the top of the pages of chapter headings in 3rd edition? I think I'm explaining myself well, right? |
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Nov 10 2006, 10:28 PM
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#321
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
i do know the images you're talking about.
i'm just a fan of function over form. i'll keep those images in mind for if i decide to spice up the UI though - it's not a bad idea. p.s. i'm glad to hear about someone actually using JP in-game...i think you'll like the improvements to the GMConsole. (it flows/works so much better now) |
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Nov 10 2006, 10:30 PM
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#322
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I'm obviously not the developer, and thus not calling the shots, but my answer is no, it wouldn't. At least not without a disproportionate amount of effort making it actually useful for something. ~J |
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Nov 10 2006, 10:58 PM
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#323
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
this would be true - because everything now expands/contracts and repositions based on the window size...this would be another item that would be taking up room and would have to factor into all the math for position/size. like i said, i'd rather everything function correctly and well - for now, at least. |
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Nov 11 2006, 06:41 AM
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#324
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Target Group: Members Posts: 29 Joined: 9-February 05 Member No.: 7,073 |
I'm a fan of aesthetics, as you can see. As far as functionality, nicely done :)
Have you seen the dice roller in Fantasy Grounds? That's pretty neat. |
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Nov 11 2006, 03:58 PM
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#325
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
i know - it's awesome...but you can see how rudimentary my flash map is - i would make a terrible 3D die. |
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