DnCrg SR4 Character Generator (Early Dev), looking for comments, suggestions, help |
DnCrg SR4 Character Generator (Early Dev), looking for comments, suggestions, help |
Oct 30 2006, 07:21 PM
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#101
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Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
@deek
If I get enough done tonight, I may release another development version. I like the idea of building the archetypes in the book, with some small adjustments here or there. I noticed on the Troll Bounty Hunter that the math is wrong on skills (in the book; the program calculates everything correctly). We will have to watch out for that and other problems along the way. |
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Oct 31 2006, 02:07 AM
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#102
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Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
10/30/2006
Early Development Release: Cayman (Dev Site) New features in this release: - Fixed nasty XML serialization problems, should work well now - Updated DAT files with complete catalog of content (thanks to KeyMasterOfGozer) - DAT files now have headers with field names and types - Spells and Adept Powers section now on and cranking - NumericUpDown controls for attribute purchasing - Menu bar items either work or are disabled so you can't click on them - Knowledge skills removed when viewing skills by attribute - Fixed bug where qualities would double-add - More error boxes all around. I haven't gotten to everything, but you should see more of them in this version Progress Still quite a bit to do, although one or two weeks might bring feature-completeness. Glaring issues include: - Rest of Magic tab - Matrix/Technomancer tab - Gear and Vehicle Customization - Export/Print functionality Bug reports are welcome, also I appreciate comments/suggestions for enhancing the application at all times. Enjoy, |
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Nov 1 2006, 12:00 AM
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#103
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Target Group: Members Posts: 3 Joined: 31-October 06 Member No.: 9,749 |
Well, crap.
This looks pretty cool, and is pretty much what I've been putzing at off and on for the last year or so. Suppose I should check these forums more often, might have been able to save you some work. I've been working (well, mostly not working) on a 4th ed character generator since I got my grubby hands on the first sample characters, mostly as an exercise to learn Java and XML and all that. Since you went and beat me to the punch, I'm throwing my code out there in case you (or anyone else) finds it useful... See http://svn.wyrdtech.com/ It's all XML based data, and I was working on an XSLT for the character when I last mucked with it... Well, among other things - because it's basically a learning project for me I tend to just jump in and work on whatever. Think the last thing I attempted was to start using XSDs for the data, don't think the current svn source even runs right now. It has basic functionality, mainly missing Gear, Bio/Cyber, Magic, Contacts, and a decent UI. Ok, it has two UIs (switched APIs halfway through), but neither is complete... far from it. I'm actually pretty jealous of yours. Anyway, let me know if this is useful. I'll probably continue to plunk away at it, but at this rate it won't be done until 5th ed is out... Elendel |
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Nov 1 2006, 12:07 AM
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#104
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
AAAAHHHHHHHHHH!!!!!!!!!!!!!!! :grr: ;) |
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Nov 1 2006, 03:57 AM
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#105
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Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
@elendel
Welcome to Dumpshock. I'm amazed at how similar the programs are, tabbed interface and everything. I wish .Net had cool tabs like that though. If you'd like to contribute, I am looking for help on taking the XML files and applying a stylesheet to them to make a "pretty" character sheet to print out. It looks like you were doing the exact same thing with your project. Anyways, cool Java project, I remember those days. Let me know if you would like to help out. |
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Nov 1 2006, 05:20 AM
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#106
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Moving Target Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
On the Qualities Tab.
I tried to add the Negative Quality "Aspected (Conjourer)" to a character. Selecting the quality and pressing the lower "Add" button produces no results. By selecting the quality above it "Weak Immune System", it adds to the list as expected. I suspect that I made some mistake in the qualities file. It was the first one I did. Clicking on the Matrix Tab causes the App to go unresponsive for 5-10 seconds, then die. Everything else seems to work as expected (knowing that you have not go to several tabs yet). |
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Nov 1 2006, 05:31 AM
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#107
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Moving Target Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
Where are your "Options" going to be stored? Registry or a local file or other option?
I vote for a config file. |
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Nov 1 2006, 01:38 PM
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#108
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Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
@KeyMasterOfGozer
On the negative qualities, you used parentheses for the aspected ones and several others. If you changed "Aspected (Conjurer)" to "Aspected, Conjurer", you shouldn't have a problem loading them. Either I can make those changes to the DAT files, or you can and just send me the updated ones. The options will be a config file. I am shooting for XCOPY and run deployment, so that should work out nicely. I am unable to reproduce your Matrix tab issues. There really aren't any events tied to that tab, so I'm not sure what would be causing it. Any steps or states I'm missing here? |
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Nov 1 2006, 02:34 PM
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#109
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Moving Target Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
I've only used C# for one or 2 projects, do you know off hand why a parenthese in a label string breaks it? (Just curious) No, I can start the Application from scratch and do nothing but click on the Matrix Tab to make the crash happen. It's not really that important, I probably have some rogue DLL of a different version than you. |
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Nov 1 2006, 03:02 PM
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#110
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Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
KeyMasterOfGozer
That's not a C# thing. I'm splitting and trimming the text of the selected item off of the first open parentheses character, so putting one in before the +/- BP value will cause it not to match to the internal table of valid qualities later on. I think that last sentence was English, but I'm not sure ;) The Matrix tab thing is a mystery. I really can't think of a reason why it would do that. |
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Nov 1 2006, 06:44 PM
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#111
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Target Group: Members Posts: 3 Joined: 31-October 06 Member No.: 9,749 |
Suppose I could take a stab at that - do you have any official format for the XML, or should I just go by what the program outputs? I have the following custom char sheet I was working to recreate in html already: http://www.wyrdtech.com/wikipub/Main/FunGa...rSheet-rev2.pdf Doesn't have everything, but it might make a good start. |
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Nov 1 2006, 08:56 PM
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#112
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Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
@elendel
The program output is all I really have at this point. An XML schema would be nice to have to standardize everything. I really expect many XSL designs to come out for the base XML data, so that would be good. I don't imagine huge changes will happen in the XML format outside of the sections that remain to be implemented in the program. PS - Your username reminds me of Elendil from LOTR. Any connection? |
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Nov 1 2006, 10:53 PM
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#113
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Target Group: Members Posts: 3 Joined: 31-October 06 Member No.: 9,749 |
Yes. My mom was a big Tolkien fan, but apparently not a very good speller - it's my middle name. I'm looking at the generated xml now, should be able to whip up a simple xslt fairly quickly. I'm still learning this stuff, though, so it probably won't be pretty. |
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Nov 2 2006, 12:01 AM
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#114
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Moving Target Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
This is definitly a great start. Looks very nice. If you don't mind, I'd like to suggest a look at the latest excel spreadsheet based on the one WizDoc started. Yous has a nice overall layout, but I really liked a few details on that spreadsheet. Most of them involved showing the calcualted Pool rather than just the base skill, so like where you have Skill,Value,Attrib., his has SKill,Value,Attrib,Pool, so you can see how many Dice to roll for each skill without having to do the math. He also had a section for basic combat mechanics so you know how many dice to roll for all the parts of combat without having to look it up. Anyway, I think it looks great! |
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Nov 2 2006, 01:09 AM
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#115
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Shooting Target Group: Members Posts: 1,706 Joined: 30-June 06 From: Fort Wayne, IN Member No.: 8,814 |
Just grabbed the new build...I'll put a few hours into it over the next few days...based on reading the thread, I am thinking we should be looking at a pretty clean build.
First thing, my saved XML's load and save fine, so that is awesome. I reloaded Bounty Hunter, and BPs looked good. As mentioned, the listed costs in the book are off, but it does build out to 400 BPs. Same with the Covert Ops and Enforcer...all seem to balance at 400 BPs, so that is good. Generally speaking, there a handfuls of knowledge skills missing, and I would recommend allowing some free form entry of them, so if something isn't on the list, we can just type them in. I am not going to touch magic, matrix or get too picky on the gear just yet, as I know you are still working on that stuff. I did notice the options menu and that will be really nice once that is working. @thewolf I do have one issue found so far: 1) Native languages (not sure if this was already brought up or not, I seem to think it has). If you buy your native language when you still have free knowledge BPs, everything is cool. If you wait until you are out of them, such as how the Enforcer is built (assuming you build top to bottom), the native language ends up costing a point. From my understanding, a native language is free, so once that checkbox is checked, it should never cost a point, regardless if you are in your free points or not. I would also suggest locking native languages down to just one per character. And I do remember someone mentioning this, that it would be nice to have an "N" indicator or something, to show it is a native language. Overall, things are looking really good. Of the three templates I have entered, they all came out to 400 BPs. Attributes were solid and that is including the cyberware augmentations, so that is great. No problems with the Contacts page. @KMoG (KeyMasterOfGozer) Would it be too much trouble to ask adding the rest of the knowledge skills found in the character templates? Its nice to have them there, in case other people want to use them. Same with Languages...as I know Sioux is currently missing. I suppose if we get some free-form text for this kind of stuff, then it doesn't really matter... @Any Other Testers I plan on running through some more template builds then some random testing. Looks like the Face, Smuggler, Sprawl Ganger and Weapons Specialist can be built without having to worry about magic or the matrix (minus the commlink, of course). |
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Nov 2 2006, 04:43 AM
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#116
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Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
@deek
Yay, glad you are not having many issues. The native language is a total hack, I know I need to firm up those rules and fix a few things. It's always problematic when you want a rating to be a character value in one instance, and a numeric one in another. You should be able to test the magical sample characters too. Only magical items and mentor spirits/traditions doesn't work, which none of the archetypes should need. |
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Nov 2 2006, 05:23 AM
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#117
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Shooting Target Group: Members Posts: 1,706 Joined: 30-June 06 From: Fort Wayne, IN Member No.: 8,814 |
Ok, with the magic working, there are some more options to build...cool.
Not sure if you are interested or not, but I threw together a quick bug reporting page on my site: http://www.deeksworld.com/DnCrg/display.php There is some test data in there (which I plan on deleting), but I put it together with simplicity and the minimum required needs in mind. Not sure if you or other testers would find it useful, but if anyone does, please feel free to use it. I was thinking that would be a fairly easy way to track stuff and have an idea of what you might need to work on...anyways, I figured I would share. |
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Nov 2 2006, 05:37 AM
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#118
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Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
@deek
Holy unstyled HTML Batman! Have you heard of CSS? :P Looks cool. I don't mind using it, I thought about doing something like that but wasn't sure if enough there would be enough bugs and testers to make it worthwhile. I'll certainly check it from time to time though. |
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Nov 2 2006, 12:17 PM
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#119
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Moving Target Group: Members Posts: 289 Joined: 20-February 04 From: in the matrix Member No.: 6,091 |
It was me. I rebooted the virtualized winXP machine and it now works great. I even upgraded to the latest code and that works even better. keep up the good work. And if there is any QA/grunt work you need, let me know. dog |
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Nov 2 2006, 01:07 PM
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#120
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Shooting Target Group: Members Posts: 1,706 Joined: 30-June 06 From: Fort Wayne, IN Member No.: 8,814 |
Heh...yeah, like I said, I just whipped something together...I didn't focus on the HTML last night...just the PHP and mysql backend, then went to bed:) Yeah, usage is the key...if we don't have enough bugs being reported, then it doesn't matter. Either way, its out there in case anyone does want to use it...at the very least, it will help me keep track of the stuff I have reported... |
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Nov 2 2006, 02:20 PM
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#121
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Moving Target Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
Actually, it would :D I'm really busy at work right now, but please, you should feel free to key them in on the skills.dat file and send it to either myself, or thewolf, it'll get put into the next build. just be sure to tell the forum that you are going to do that so that no one else starts working on it. Let us know if you need help editing the file. Easiest way I know to edit is to... 1) open Excel, then file->Open, (it's important to use file open rather than double clicking file, because you get a different dialog). 2) Select Files of Type: "Text Files (*.prn; *.txt; *.csv) 3) find the data sub-folder for wherever you have the program 4) type "*.dat" in the "File name:" field and press enter. 5) select the skills.dat file on the wizzard that comes up: 6) select "Delimited" at top. then press next 7) uncheck "Tab" and check "other", then type "|"(that's shift-backslash) in the text box beside other. press "Finish" button |
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Nov 2 2006, 02:25 PM
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#122
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Shooting Target Group: Members Posts: 1,706 Joined: 30-June 06 From: Fort Wayne, IN Member No.: 8,814 |
Ok, I will commit to it, then. I'll start working on putting in the rest of the knowledge skills from the character templates in the core rulebook. I should probably have that done by Monday, as I have a busy schedule to keep in mind this weekend. So, nobody else work on that stuff!
@thewolf I entered issues 7 & 8 (on my bug tracking tool), both concerning native languages. These are currently my only current issues to report. |
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Nov 2 2006, 08:53 PM
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#123
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Moving Target Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
I fixed the qualities.dat file by taking the parens out, it's up in the usual spot |
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Nov 3 2006, 03:15 AM
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#124
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Moving Target Group: Members Posts: 398 Joined: 16-August 06 Member No.: 9,130 |
I should have time this weekend to take a look at cayman. I have downloaded it but haven't had time to take a thorough look yet.
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Nov 3 2006, 03:53 AM
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#125
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Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
Cool, glad everything is rolling for everyone. I should get a chance this weekend to put some more functionality in, but probably not enough for a release until the 12th or so.
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