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> Jackpoint, SR3 software suite
craigpierce
post Feb 13 2006, 09:20 PM
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QUOTE (Tanka)
I'll try having one of my friends install it on his AMD system and let you know what comes of it.

thanks!
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craigpierce
post Feb 13 2006, 09:20 PM
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QUOTE (Aku)
following instructions helps too. it wasnt until i actually read the directions i realized it wants to be installed in a particular place. is there any chance that can be changed?

QUOTE (Tanka)
I'd like to see that implemented too. I tend to install things to /bin/ (yes, on an XP system) simply because /Program Files/ is where I normally leave Windows things to do their business.

i will see what i can do about this...for now the end-user installation part is a learning curve for me.
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Chibu
post Feb 13 2006, 10:05 PM
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I'm up for beta as well. Tanka sent me the link and asked me to try it out becuase of something about it not working on AMD processors. I'm using an Athlon XP something or other (i don't remember becuase I fried my last processor from OCing it too much for about 8 months) and it seems to work fine. I would like to note that you should change the requirement from the folder being in"C:\program files" to "%program_dir%" or whatever it is. I had to make the "program files" folder, and I don't like program files. I went to all this trouble to get rid of it and now i had to make it again >_<

:P But other than that, the program DOES, in fact, work on AMD processors, or at least, It works on my box (XP, SP2, 1gb ram, Radeon graphics, DFI mobo). So yeah...
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PiXeL01
post Feb 13 2006, 10:16 PM
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I'm using a Athlon 64 and it works on my setup at least.

I havent toyed alot with it yet BUT so far it looks awesome

I wonder if this is a bug though: I wasnt able to draw anything on the map. Nor was I able to change the BP for char creation ... Maybe I just need to toy around some more
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craigpierce
post Feb 14 2006, 12:30 AM
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QUOTE (chibu)
...the program DOES, in fact, work on AMD processors, or at least, It works on my box ...

QUOTE (PiXeL01)
I'm using a Athlon 64 and it works on my setup at least...


i'm glad to hear that it does work on the non-intel boxes...thanks!
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craigpierce
post Feb 14 2006, 12:32 AM
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QUOTE (PiXeL01)
I wasnt able to draw anything on the map.

i don't think i explained how this works...

once you click on the 'start draw' button, you can then click on 2 spots on the map and a line will be drawn between those two spots...from there you simply continue to click in new places and the line will continue to be drawn 'etch-a-sketch' style until you click on 'stop draw'. from there you can stop drawing, or you can click on start draw again to start the process over (click in 2 spots to make one new line, and then 1 spot each time after will continue the line.)

i hope that makes sense...

QUOTE (PiXeL01)
Nor was I able to change the BP for char creation...

do you mean you couldn't find the button for changing the BPs, or it wouldn't let you? if it's the former, then it's located at the bottom of the edges/flaws page. if it's the latter, can you elaborate on what happens when you try to change the amount?
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Jrayjoker
post Feb 14 2006, 03:50 AM
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This is me dancing around in my dunce cap, proclaiming my ignorance! :silly:
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eidolon
post Feb 14 2006, 03:51 AM
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On the "open test" issue:

An open test is one in which the target number for your roll is set by the highest number generated by an opponent's roll. It uses the rule of six.

A success test is one in which you're rolling against a predetermined target number.

OTOH, the only roll that doesn't use the rule of six is initiative (unless they have the Adrenaline Surge edge or something like that).

Back to bug hunting. I'll see if I can't pin down that one I was telling you about and post more details.
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eidolon
post Feb 14 2006, 04:04 AM
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New ?bug?:

Specializations don't really render correctly. For example, I gave a ganger I'm making the Etiquette active skill at a 3, and I wanted him to specialize in "Seattle Go Gangs", making his final skill: Etiquette (Seattle Go Gangs) 2 (4).

I added the active skill, and then pressed "New Skill/Specialization". I typed in "Seattle Go Gangs" as the name, left type as "Specialization", and entered "None.01" as the book/page number (since it's required, but I made it up). However, the rating box won't allow you to up-arrow to anything above a 1. It will let you reduce it to 0, but that's not very useful ;). I tried to enter "4" manually, only to have it revert back to a 1 as I clicked "Okay".

I thought I had found a workaround, in that you can select the specialization after it's added and increase it to the proper rating. (This correctly does not charge you more BPs, so that's working right.) However, when you try to reduce the base skill by one, it gives you back a BP when it should just stay the same.


Also in the "New Skill/Specialization" box, the tab order is wonky. It starts in "Name", then goes to type, rating, then Okay, then Cancel, and last it goes to Book.page. Might want to see if you can get Book.page in there after rating.

New Bug:

When you try to add the "Illiterate" flaw, it gives you the warning about losing your knowledge and language skills and gives you the opportunity to hit either Okay or Cancel, but it adds it and charges you the points and erases the skills regardless of which button you push.
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craigpierce
post Feb 14 2006, 04:35 AM
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QUOTE (eidolon @ Feb 13 2006, 09:51 PM)
On the "open test" issue:

An open test is one in which the target number for your roll is set by the highest number generated by an opponent's roll.  It uses the rule of six.

A success test is one in which you're rolling against a predetermined target number.

oh ya...duh!

thanks...i'll be changing that!
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eidolon
post Feb 14 2006, 04:44 AM
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NP :D

I'm creating a character right now, and I just realized that the XML hunting bug happened before where I am now, and of course I forgot to disable my workaround before starting. After I finish this character, I'll move the .xml version of Stuff and start over and post when it hits.

Something that you might consider adding to the skill structure:

It's optional that the GM may allow a character to automatically have a background skill of 3 less than the active skill. For example, Pistols:6 would grant you Pistols Backgroung:3.

Perhaps you could add a check-box that would allow the program to take this into account? It could run a check when you add an active skill and automatically add in the background skill when you hit rating 4, or (and probably better), it could simply account for the automatically granted points and only display the background skill and factor out the cost if you spend extra points on it.

Right now, if I as a GM want to use that option, I still have to spend full points on a background skill. I'd like the character to have Pistols:4 and Pistols Background:3. Under the optional rule, it should only cost 2 knowledge skill points, since he would start off with Pistols Background:1 before I officially gave it to him.

Currently, you can sorta go around this by only "officially" adding the points needed to bring the background skill up to where you want it, and then just go into the rating box and correct the number manually.

Let me know if that doesn't make sense, it sounds kinda convoluted when I read it back to myself. :silly:

Also, "Electronics" appears twice in the knowledge skills list.
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craigpierce
post Feb 14 2006, 04:57 AM
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QUOTE (eidolon)
New ?bug?:

Specializations don't really render correctly. For example, I gave a ganger I'm making the Etiquette active skill at a 3, and I wanted him to specialize in "Seattle Go Gangs", making his final skill: Etiquette (Seattle Go Gangs) 2 (4).

I added the active skill, and then pressed "New Skill/Specialization". I typed in "Seattle Go Gangs" as the name, left type as "Specialization", and entered "None.01" as the book/page number (since it's required, but I made it up). However, the rating box won't allow you to up-arrow to anything above a 1. It will let you reduce it to 0, but that's not very useful ;). I tried to enter "4" manually, only to have it revert back to a 1 as I clicked "Okay".

I thought I had found a workaround, in that you can select the specialization after it's added and increase it to the proper rating. (This correctly does not charge you more BPs, so that's working right.) However, when you try to reduce the base skill by one, it gives you back a BP when it should just stay the same.


Also in the "New Skill/Specialization" box, the tab order is wonky. It starts in "Name", then goes to type, rating, then Okay, then Cancel, and last it goes to Book.page. Might want to see if you can get Book.page in there after rating.

New Bug:

When you try to add the "Illiterate" flaw, it gives you the warning about losing your knowledge and language skills and gives you the opportunity to hit either Okay or Cancel, but it adds it and charges you the points and erases the skills regardless of which button you push.

A. the book is never required. i'll change that (i'll bet it says that all fields are required, doesn't it?)...just know that that label at the bottom of the window is wrong - the book is never required (since i know people will make stuff up, and that's just fine by me). of course, you could work something up like:

CbCP.0 = Created by Craig Pierce page 0

you know...now that i think about it, i need to check and make sure that having these blank book attributes or made up books will work. no matter what, they will work by the next release.

B. i made it so that a specialization couldn't be higher than 1 at character gen. because i thought that was the rule, but now i can't find anything about that.

i will work specializations over again...i don't think i limited them to only 1 per base skill, and that is a rule i can find.

C. i'll fix the tab order on the new skills window.

D. i'll fix the cancle button on the illiterate flaw warning.

thanks again from some great bug finds!
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eidolon
post Feb 14 2006, 05:04 AM
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Yeah, it says all field required. :) If it makes you feel better, it does allow custom book entries. I could swear there was one yesterday that wouldn't let me leave the book entry blank though. I'll let you know if I find it.

The rule regarding specializing is on page 82, SR3.

Basically, when you choose a specialization, you add the specialization in parentheses at one higher than the points spent, and drop the base skill by one.

So:

Pistols: 6 [cost- 6 points] specializes to

Pistols (Predator II): 5 (7) [cost=6 points]

And you're welcome. I love doing this kind of stuff. :D
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craigpierce
post Feb 14 2006, 05:04 AM
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QUOTE (eidolon @ Feb 13 2006, 10:44 PM)
Something that you might consider adding to the skill structure:

It's optional that the GM may allow a character to automatically have a background skill of 3 less than the active skill.  For example, Pistols:6 would grant you Pistols Backgroung:3. 

Perhaps you could add a check-box that would allow the program to take this into account?  It could run a check when you add an active skill and automatically add in the background skill when you hit rating 4, or (and probably better), it could simply account for the automatically granted points and only display the background skill and factor out the cost if you spend extra points on it.

i may add that check box, but for now you can uncheck the 'spending' check box to give your character all the free skills you want ;)

oh, and can you tell me what page of what book this optional rule is on?
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eidolon
post Feb 14 2006, 05:07 AM
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Ah-hah! I hadn't even noticed that one.

Oh, come to think of it, last night I unchecked the "availability" box because I was inputting a fixer (and he can have anything he wants ;)), and tried to buy a rating 13+ credstick. It wouldn't let me, even though the box was unchecked. I think it was letting me buy a rating 10 though, so it sort works.

Sure thing, optional rule on background skills is on page 90, SR3. "Background Knowledge" section, last paragraph.
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craigpierce
post Feb 14 2006, 05:17 AM
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QUOTE (eidolon)
Oh, come to think of it, last night I unchecked the "availability" box because I was inputting a fixer (and he can have anything he wants ;)), and tried to buy a rating 13+ credstick.  It wouldn't let me, even though the box was unchecked.  I think it was letting me buy a rating 10 though, so it sort works.

ok...i'll look into that.

QUOTE (eidolon)
Sure thing, optional rule on background skills is on page 90, SR3.  "Background Knowledge" section, last paragraph.

bad-ass. thanks a million :nuyen: !
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eidolon
post Feb 14 2006, 05:23 AM
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No sweat, man. :cyber:

Suggestion:

For firearms, having range listed as 0-Max isn't very useful, because knowing what range the target is at is how you set the base target number.

Perhaps you could enter the weapon ranges as shown in the chart, tag each "set" of ranges with it's respective weapon type, and then have the full set of ranges show up in the range box. Also, for custom-entered weapons, rather than have the range box be for just typing in numbers, make it a drop box with a list of the weapon categories, and when you select the weapon's category, it automatically displays the correct ranges.

Example:

I decide to make a pistol called the Taurus Cowboy. I want it to be a heavy pistol, so when I'm entering its stats, I simply choose "Heavy Pistol" from the "Range" drop-down menu, and when I hit "Okay" it displays the pistol's range as "0-5/6-20/21-40/41-60".

I don't know how feasible it is, but it would improve the functionality since you wouldn't have to look elsewhere to see how exactly that "0-60" is broken down.
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eidolon
post Feb 14 2006, 06:37 AM
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Also, the specializations don't stay linked to their parent active skill in the skills list if you sort the skills.
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eidolon
post Feb 14 2006, 06:51 AM
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Found a bug when I pressed "Save & Print" with this character.

QUOTE
Conversion from type 'DBNull' to type 'String' is not valid.

Details:
[ Spoiler ]




It saved the character, but it popped up the error box and didn't present the printable version.
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eidolon
post Feb 14 2006, 07:28 AM
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Hmm...

After that last error, I just hit "Continue" and closed out the character creator.

Then, I opened the GM console and tried to load up that last character I made. It gave me an error (which I stupidly didn't copy down :(), so I closed the GM Console to re-open it. When I click "GM Console" it gives me the following error:

QUOTE
Unexpected end of file has occurred.  The following elements are not closed:  characters. Line 5, position 17998.

Details:
[ Spoiler ]



When I hit "Continue", it opens the GM Console, but with no characters loaded. It let me load one character that I made (the one that saved and partially presented a print page), but then when I try to load the one I just made (the one that saved but gave the error just now) I got this error:

QUOTE
Unexpected end of file has occurred.  The following elements are not closed:  character, aCharacter.  Line 3, position 5650.

Details:
[ Spoiler ]



When that didn't work, I tried loading the default Adept character and got the following error:

QUOTE
The process cannot access the file 'C:\Program Files\Jackpoint\JPFs\Characters.jpf' because it is being used by another process.

Details:
[ Spoiler ]



All of these errors persisted after closing and restarting the program.

Looking in the character's jpg file, I see that the save process abruptly ended when it got to the first weapon I created. I don't know if there's any reason or if that's a bug in and of itself. Here's the jpf's contents:

[ Spoiler ]


It appears to have stopped midway through weapons, and didn't ever include gear, vehicles, etc. (In case it matters, I didn't give him any vehicles, decks, or things of that nature. They should have just been <***/> like the rest of the things that he didn't have; instead they just aren't in the JPF at all.


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eidolon
post Feb 14 2006, 07:34 AM
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Last thing for today, I gotta get some sleep.

The program looks for "Stuff.xml" instead of "Stuff.jpf" when you try to select the "Aptitude" edge.

QUOTE
Could not find file 'C:\Program Files\Jackpoint\JPFs\DBs\Stuff.xml'

Details:
[ Spoiler ]



Don't worry, they'll all get worked out. :)

Must sleep now...
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Chibu
post Feb 14 2006, 09:42 AM
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Alright, I'm trying to Add "Improved Ability" adept power and I get the error:

Conversion from string "SR3.169" to type 'Double' is not valid.


And, You can't make an initiated Adept? Well, the Initiate button is there, but, you cna't have spell points... so, yeah
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Ziechyel
post Feb 14 2006, 04:10 PM
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First of all! Wow thats some nice piece of software :-D thanks m8 :-)

tryed it for a couple of hours now, and try´d out the grid map, works like a charm..

But... ;-)

The "bad guys" seems to erase the drawings? try´d to draw some houses on the map, then put a Bad guy in one of them... missed the spot, removed the bad guy again... but then he had removed/erased a section of the house -sad

Also when you [tab] between windows the new window erases the things you´ve drawn -sad

I might be doing something wrong? but thought you might wanted to know

But it looks great :D *shivers* fantastic piece of work :-D
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craigpierce
post Feb 14 2006, 04:32 PM
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QUOTE (eidolon)
No sweat, man. :cyber:

Suggestion:

For firearms, having range listed as 0-Max isn't very useful, because knowing what range the target is at is how you set the base target number.

Perhaps you could enter the weapon ranges as shown in the chart, tag each "set" of ranges with it's respective weapon type, and then have the full set of ranges show up in the range box. Also, for custom-entered weapons, rather than have the range box be for just typing in numbers, make it a drop box with a list of the weapon categories, and when you select the weapon's category, it automatically displays the correct ranges.

Example:

I decide to make a pistol called the Taurus Cowboy. I want it to be a heavy pistol, so when I'm entering its stats, I simply choose "Heavy Pistol" from the "Range" drop-down menu, and when I hit "Okay" it displays the pistol's range as "0-5/6-20/21-40/41-60".

I don't know how feasible it is, but it would improve the functionality since you wouldn't have to look elsewhere to see how exactly that "0-60" is broken down.

i started out with all the weapons having the ranges, and i changed it to the way it is now for simplicity of display. i couldn't fit everything i wanted to on the weapon's screen, so i condensed the ranges down as a temporary solution. some time down the road i'd like to bring the ranges back out, but it's just not a priority when all the functionality is an issue.
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craigpierce
post Feb 14 2006, 04:46 PM
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QUOTE (eidolon)
Last thing for today, I gotta get some sleep.

The program looks for "Stuff.xml" instead of "Stuff.jpf" when you try to select the "Aptitude" edge...Must sleep now...

eidolon -

thanks for all that from last night.

i know what to do about the null references and the character not loading into the GMConsole after the save throws the null reference error.

and thanks for tracking down what part of the program still looks for the wrong stuff file...aptitude is looking for it so that it can list all of the skills that you can have an aptitude in.
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