DnCrg SR4 Character Generator (Early Dev), looking for comments, suggestions, help |
DnCrg SR4 Character Generator (Early Dev), looking for comments, suggestions, help |
Oct 26 2006, 05:56 PM
Post
#76
|
|||
Moving Target Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
I started with Skills at random. Here are a few notes for your approval:
1)I added a line at the top with a pound sign to denote that it's a comment and put the header for each field. 2)I put the Book and Page at the end. If you prefer, I can move those columns to the front. 3)Notice, on some skills there is a page that describes the skill and a second page which has special dirrections on how ot use it. I separated the pages by a comma, but we can change that if you prefer a different way, or we can jsut show th one page, either way you prefer. The whole file can be found at Skills.dat Let me know if you want me to do this differently. By the way, we're all glad to help with this time consuming data entry, we need to free you for the more important tasks of getting the code working. |
||
|
|||
Oct 26 2006, 06:10 PM
Post
#77
|
|
Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
@deek
10/29 would be the absolute earliest I could get a decent build done. Probably after that though. I haven't really added a great deal of features since the last one yet, just bug fixes primarily. KeyMasterofGozer Looks good. Skills is an easy one. Gear and Augmentations will be much harder. As a tip, I imported the DAT file into Excel, then used Excel to put the information in, then exported back to a CSV and changed the commas to pipes (using Find/Replace). Placement at the tail end is better. PS, I get a 404 on your link. |
|
|
Oct 26 2006, 06:40 PM
Post
#78
|
|
Shooting Target Group: Members Posts: 1,706 Joined: 30-June 06 From: Fort Wayne, IN Member No.: 8,814 |
@thewolf
No hurry, I just wanted to get an idea on your timeframe. That will allow me to block some time out and determine just what I want to attack on a testing front. If something was coming out really soon, I would just hold off. Seeing we have a few days, perhaps a week or two (maybe more), I'll continue to hit the current build! Thanks! |
|
|
Oct 26 2006, 06:54 PM
Post
#79
|
|||
Moving Target Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
Yeah, that's how I did it too, except I saved as Tab delimited and replaced Tabs with pipes incase there were commas in the data. Hmmm, the link works fine for me, I'll email it to you. |
||
|
|||
Oct 26 2006, 06:56 PM
Post
#80
|
|
Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
Still getting a 404 here. Interesting. Email is fine, thanks,
|
|
|
Oct 26 2006, 07:00 PM
Post
#81
|
|
Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
404 for me too...
i tried http://www.atuin.org/files and then clicked on skills.dat with no luck either. this doesn't seem important - just more of an FYI. |
|
|
Oct 26 2006, 10:16 PM
Post
#82
|
|
Moving Target Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
Ok, forget that other link, I don't see why it is not working, but this should work:
Zip of DAT files with Books and Pages added I started adding Data in Adept Powers, but adding data was taking a long time, so I went adhead and put book and page on all the files, I'll repost with Street Magic Data when I finish, hopefully this weekend. |
|
|
Oct 27 2006, 02:30 AM
Post
#83
|
|
Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
@KeyMasterOfGozer
Radical. I will work on getting those attributes put into the classes. I even noticed you put in the additional adept powers too! |
|
|
Oct 27 2006, 07:30 PM
Post
#84
|
|
Moving Target Group: Members Posts: 398 Joined: 16-August 06 Member No.: 9,130 |
What I ran across with the Troll Bounty Hunter:
1. The attribute Agility for Trolls does not function at all. (confirmed Deek's error) 2. The Professional knowledge skills are not sorted alphabetically like all the other knowledge skills 3. The Sioux Language is missing 4. There isn't any current way to have an implant take up capacity rather than essence. 5. The ultrasound vision is missing from Eyeware under the Augmentations Tab 6. Reaction Enhancers are missing from the Bioware 7. I get the below error when I just saved the Bounty Hunter and then tried to load the Bounty Hunter. When I tried to load the Bounty Hunter I did not exit the program after I had saved. I saved and then I went to load right after. -------------------------------------------------------------------------------- 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. Value of '1/1/0001 12:00:00 AM' is not valid for 'Value'. 'Value' should be between 'MinDate' and 'MaxDate'. Parameter name: Value. ---------------------------------------------------------------------- Here is the full detailed report: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentOutOfRangeException: Value of '1/1/0001 12:00:00 AM' is not valid for 'Value'. 'Value' should be between 'MinDate' and 'MaxDate'. Parameter name: Value at System.Windows.Forms.DateTimePicker.set_Value(DateTime value) at DnCrg.Form1.LoadExistingCharacter(Character existingCharacter) at DnCrg.Form1.openToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- DnCrg Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Documents%20and%20Settings/z014763/Desktop/DnCrg_SR4_Barbados_10212006/DnCrg.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- Accessibility Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. END OF REPORT When I hit continue everything seemed to be ok. Also one last comment is that clicking File, Exit does not exit out of the program. EDIT: I just noticed that I can't load the Troll Bounty Hunter saved .xml without receiving this error. I get it everytime I try to load the .xml file. My previous statement about everything seeming to be ok is wrong. The only reason I saw the data for the Troll Bounty Hunter was because it was already there due to me typing everything in. When I exited out of the program and then tried to load the file, nothing loaded. So the loading isn't working at all for me. |
|
|
Oct 27 2006, 07:55 PM
Post
#85
|
|
The Dragon Never Sleeps Group: Admin Posts: 6,924 Joined: 1-September 05 Member No.: 7,667 |
Probably laoding an empty xml node when it's expectign a value. It is more likely to be the fact the file wasn't saved correctly initially.
|
|
|
Oct 27 2006, 07:57 PM
Post
#86
|
|||||
Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
I don't recall there being a listing for Ultrasound anything under 'Eyeware'. I know that part of the package (emitter or receiver) was listed elsewhere, but not under 'Eyes'.
Reaction Enhancers are Cyberware. ;) |
||||
|
|||||
Oct 27 2006, 08:00 PM
Post
#87
|
|
Moving Target Group: Members Posts: 398 Joined: 16-August 06 Member No.: 9,130 |
Here is the whole .xml file. Everything looks intact as far as I can tell. Of course I don't have any experience with .xml, so that isn't saying too much.
FORTUNE: You are correct about the Reaction Enhancers. The Bounty Hunter has Ultrasound Vision in the BBB listed as a Cybereye add-on. Though, I just looked and found Ultrasound under Headware. [ Spoiler ]
|
|
|
Oct 27 2006, 08:02 PM
Post
#88
|
|
The Dragon Never Sleeps Group: Admin Posts: 6,924 Joined: 1-September 05 Member No.: 7,667 |
Bet it's this node "<birth_date>1/1/0001</birth_date>".
Try and edit it with notepad to have adifferent date and see if that works. |
|
|
Oct 27 2006, 08:02 PM
Post
#89
|
|
Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
@Eleazar
1. Right. Fixed in the next development version. 2. True. I probably added some more later without re-alphabetizing them. I will shove that off to KeyMasterOfGozer, master of the DAT files. 3. See master of DAT files again for submissions. At some point, a custom skill functionality will exist so you can put in Lilliputian, if you desire. 4. Add the augmentation, right-click on it in the grid, Customize. 5. See, that must be an archetype error. Ultrasound is not a cybereye accessory, it is headware. 6. Reaction Enhancers are bodyware, not bioware. 7. The BirthDate field wasn't saving correctly to the XML file, hence the 1/1/0001 entry and the failure to parse. That is fixed in the next version. I hope you all don't get too discouraged with all of this non-functioning. This is quite normal at this stage of development. I really think things are going well, actually, and the next release in a few days will allow you to create a lot more characters. |
|
|
Oct 27 2006, 08:07 PM
Post
#90
|
|||
Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Yep, and IIRC, it is only part of what is needed to make Ultrasound work. |
||
|
|||
Oct 27 2006, 08:09 PM
Post
#91
|
|||
Moving Target Group: Members Posts: 398 Joined: 16-August 06 Member No.: 9,130 |
I am not discouraged at all with the bugs and look forward to future releases. I will hold off on the bug hunting till you release the latest release, because I have no idea on what has, has not, and is in the process of being fixed. Once that new release comes out I will start making up more characters and probing for bugs. |
||
|
|||
Oct 27 2006, 08:53 PM
Post
#92
|
|
Target Group: Members Posts: 89 Joined: 9-August 06 From: The Sixth World Member No.: 9,060 |
Ditto. I'm not discouraged at all. I'd put up my report of bugs to you, but it looks like everyone already mentioned the same things I've been getting. I'll let you know if I find something else.
|
|
|
Oct 28 2006, 12:26 AM
Post
#93
|
|
Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
Hey all, I am designing the options dialog box. Here is the list of current options that I have thought of:
- Starting BP - Max Allowed Avail - Show/Hide Restricted Items - Show/Hide Forbidden Items - Allow Beta Augmentations - Allow Delta Augmentations - Allowed Sourcebooks Can you think of any other options that might be handy to build in at this time? Even if they don't work right off, I can at least stub out the code for them. |
|
|
Oct 29 2006, 05:53 AM
Post
#94
|
|
Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...houserules like starting contact BPs = 2x Charisma and Free native language. (both of these appear to becoming somewhat universal in their application).
Also: Street Cred Noteriety |
|
|
Oct 29 2006, 06:33 AM
Post
#95
|
|
Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
@Kyoto Kid
Starting contact BP's is a good one. I had forgotten about that. I was under the impression that your native language is free. Street Cred and Notoriety will probably be lumped in with the post-character creation part of the program (a version 2 thing). |
|
|
Oct 29 2006, 09:07 PM
Post
#96
|
|||
Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Yes, it is. That 2x Cha (unaugmented I think is what people have normally used because that's the way Logic works for Knowledge freebie points) is a pretty cool house rule. P.S. I'm curious if you'd let me add in the Clout stuff into the source code? See the SR4Chargen.XLS house rules checkboxes for what I'm talking about. It's an extra new Attribute with the BP cost as atriangular series, unlike anything else in canon SR4 character generation, and it impacts how Contacts are purchased (much simpler formula for calculating costs). I'm going to post up a PDF of the complete rules within about a week. It has been going OK so far with playtesting. I wouldn't ask you to do all the work, and I obviously know it fairly well. |
||
|
|||
Oct 30 2006, 03:27 PM
Post
#97
|
|
Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
@blakkie
Once I get to the house rules and options section, I can take a look at that. The source code will be released with the actual release of the product, so you can wait until then or I can try to add it when I'm developing those extra rules. |
|
|
Oct 30 2006, 03:48 PM
Post
#98
|
|
Moving Target Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
Ok, I have done all I can do until another weekend.
I have gotten all the SR4 and Street Magic stuff in the files, I think. I did not get the Descriptions for Spells in (too much for one weekend), but the spells should be there with the math they need. I also only typed in Sketchy Descriptions for the Adept Powers. You should look over the files, though, there were several fields with 0/1 that I really couldn't guess what was going on, you may need to fill in those for the Application to work right. If you can fill in the header on the files, myself or someone can maybe fill it in latter. Here is the latest Data.zip Perhaps I can put descriptions in Spells on another future weekend, or maybe someone else with more time on their hands can do it first. Let us know if anyone can take over this and get as much as you can in. |
|
|
Oct 30 2006, 04:16 PM
Post
#99
|
|
Moving Target Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
@KeyMasterOfGozer
Groovy. I will look at it later this afternoon. I know typing the descriptions is a bear. I thought about doing the header files this weekend, but I didn't get to it. At least the current version I have ignores the # signs. |
|
|
Oct 30 2006, 06:54 PM
Post
#100
|
|||
Shooting Target Group: Members Posts: 1,706 Joined: 30-June 06 From: Fort Wayne, IN Member No.: 8,814 |
Make that another...no discouragement here, as that is part of the whole development cycle. It sounds like my Bounty Hunter experience has been the same, so its good we are on the same page there! I ended up adding the Sioux language and some knowledge skills to the DAT files manually, but I do confirm that those are missing. I just figured we'd hammer out the data issues at a later time, but I am glad you mentioned it. I did build the Covert Ops and that looked pretty solid...a few equipment issues and I didn't get the nuyen to balance, but I think I was able to succefully enter all attributes, skills and equipment...so that was a big plus. Yeah, I am pretty much done testing until the next build. After we get that, I will certainly be going through all the templates, starting with Bounty Hunter and moving down the line, making notes as I go. My thought is, barring actual errors in the book not covered by errata, it would be nice to release the final product with those archetypes already built. I know a good portion of players might just want to pick a sample character and play, or make some minor tweaks. Can save users a lot of time if we already have the sample characters ready to be loaded. Final thought...I think once we can confirm all sample characters build fully and check out, we can start building other examples. |
||
|
|||
Lo-Fi Version | Time is now: 23rd November 2024 - 05:32 AM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.