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> SR4W, bugs, comments, suggestions appreciated!
VVerevvolf
post Aug 31 2007, 10:13 PM
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I don't know much about Macs, I'm afraid, however I think Apple comes up with their own Java versions for Mac users, so there might be something not working the way it works with a normal Java version.

After checking the homepage of Apple, I only found their Java version 5 - which may be the source of the problem. As stated in the first post, I recommend Java version 6 - it might or it might not work with any lower versions. It definetly will not work with version 4 or lower, that's what I can say for sure.

So I'm afraid I can't help you :(
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Alvorn
post Sep 28 2007, 11:12 AM
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Hi There,

dhyde79, your not the only Mac user trying it :) And yes your right it don't work. Mac's are still on Java 1.5, while this is compiled against 1.6. Anyways VVerevvolf here is the error message we Mac users get....


Exception in thread "main" java.lang.UnsupportedClassVersionError: Bad version number in .class file
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:620)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:124)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:260)
at java.net.URLClassLoader.access$100(URLClassLoader.java:56)
at java.net.URLClassLoader$1.run(URLClassLoader.java:195)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:268)
at java.lang.ClassLoader.loadClass(ClassLoader.java:251)
at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:319)

What IDE are you using to make this ? Can you get it to compile against an older version of Java for us ?
Are you using anything that requires 1.6 for it to work ?

Alvorn
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Narse
post Sep 29 2007, 04:16 AM
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Very nice app.
a few very minor translation errors i noticed:

storm cannon should be assault cannon
shotgun(massive) should be shotgun(slug)
gifts/handicaps are called positive qualities and negative qualities in SR4 but many people still use the sr3 names: edges/flaws

aside from that everything looks really good. Thanks for the great program!
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VVerevvolf
post Sep 29 2007, 11:31 AM
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Thanks for the feedback!
Translation issues have been fixed and will be released in a future version.

@ Alvorn: I'm using Eclipse as IDE, and yes, I'm afraid I'm using Java 1.6 stuff, so it won't work with Java 1.5 :(
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Alvorn
post Sep 30 2007, 11:15 AM
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If you don't mind sharing the code, feel free to send it my way and I will see what I can do to get it running on OS X. Im a java programmer by trade and I use Eclipse.
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VVerevvolf
post Oct 1 2007, 12:04 AM
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I'm sorry, but I don't want to share my code - it's horrible anyway ;)

I made a Java 5 version - you can find it here.
This version might have some flaws, I don't even know if it works on Macs.
But I guess it's worth a try ;)

Username is still "dstest", password "sr4w".
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dhyde79
post Oct 1 2007, 05:37 PM
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downloaded, tested, works good so far....though, I'm noticing something that I hadn't caught before, it's more of a GM tool than a character gen correct? (or am I missing the chargen area?)
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VVerevvolf
post Oct 1 2007, 08:58 PM
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It has got nothing to do with a char generator; it's only a GM tool.
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dhyde79
post Oct 2 2007, 12:08 AM
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awesome, sorry, I'm just blind then......as a GM tool, works great.....I likes it, I likes it a lot.....
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VVerevvolf
post Oct 2 2007, 12:14 AM
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QUOTE (dhyde79 @ Oct 1 2007, 07:08 PM)
awesome, sorry, I'm just blind then......as a GM tool, works great.....I likes it, I likes it a lot.....

Nope sorry, there is no char generator built in, I edited my post above to make things more clear ;)
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Dashifen
post Oct 3 2007, 06:49 PM
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Awesome .... simply awesome. Thank you so much for your work, man.
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eidolon
post Oct 3 2007, 07:08 PM
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YES! I forgot to come back in and sing praise, but I'm doing so now. This prog is awesome!

I'm already about halfway through putting the characters for my next game into it, and just the combat modifier calculators alone make this prog rock on wheels.

Thanks for doing this!
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Kool Kat
post Oct 5 2007, 08:22 PM
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I have been looking for GM tools to help me. I finally joined the age of Notebook Gamemastering. If this works as good as I think it will you shall be known unto my gaming group as a Technomancer god. Going to try it out when I get home!
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crash2029
post Oct 8 2007, 10:15 AM
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First off, major kudos to VVervvolf [love that name]. This tool rocks. Period. Earlier this evening I ran a session wit your app and I must say it went alot smoother than usual. Not only was this the first time using the tool in play, this was my first time using a notebook while gaming. It worked beautifully. I really like the dice roller. I cant think of many criticisms now. Though to be honest the run was rather combat light. Next run I probably will get a chance to really put it through it's paces. Therefore I will endeavor to update next month. [next session] Until then, kudos.

Aribaderchi,
crash2029
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eidolon
post Oct 11 2007, 02:36 AM
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Quick suggestion: Either make the Essence input area a simple text box, or let it allow direct entry in addition to up/down selection.

Right now, you can only choose a number with the up and down buttons, and it isn't granular enough to allow for all values. For example, I can't enter or select a value of 3.05 Essence. Also, if it were this granular, using up and down buttons to get to a number would be a huge pain, so I make the above suggestion.
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VVerevvolf
post Oct 11 2007, 08:27 AM
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Good idea, done :)

New version 0.84 released, click here to download it.

Changes can be found - as always - in the changelog.
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Kool Kat
post Oct 11 2007, 07:47 PM
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I used this program for the first time last Saturday and it is a dream come true. It sped up game play considerably! May Buddah rub your belly with blessings of good fortune! Keep it coming!
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Darkraven
post Oct 12 2007, 02:38 AM
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The only this that I found to be an issue with this software is that the Loot Gen when you move the slider to Valuable loot doesn't get more valuable the randomness is still the same.
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Simon May
post Oct 12 2007, 07:01 AM
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Just downloaded it. I'm running a session tomorrow, so I should have commentary and feedback this weekend. For now, though, this looks fantastic. As a GM who struggles with numbers and rules (I'm primarily a plot guy), it seems incredibly helpful.
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Caine Hazen
post Oct 14 2007, 05:49 PM
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Gonna finally get to test this on a session today. Eido ran one last night with it, and it was looking good.
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Dashifen
post Oct 14 2007, 09:06 PM
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QUOTE (Caine Hazen)
Gonna finally get to test this on a session today. Eido ran one last night with it, and it was looking good.

One thing Eidolon mentioned, and something that would be nice, is if the various modifiers (visibility, etc.) that you enter for one character would be persistent to another character. He had to re-enter each modifier for each character throughout the combat turns and it'd be nice to enter them once and then alter them slightly for each person. Especially visibility since that may not change from turn to turn.
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VVerevvolf
post Oct 14 2007, 09:14 PM
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I might work in something so you can use the combat settings from one character for another one. You would only have to set everything for one character, and then, with a few clicks, you can load these settings for another character.
It's on my to-do-list, but I cannot promise anything ;)
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Dashifen
post Oct 15 2007, 02:20 AM
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That sounds like it could work. Thanks for your dedication :D
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eidolon
post Oct 15 2007, 03:15 PM
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Thanks for reminding me, Dash.

Actually though, now that I'm looking at it less hurriedly, it occurs to me that once set for each character, it does remember what I set it for. What I originally took for an annoyance really seems more like a necessity on a more thorough examination.

I was thinking in terms of that one combat (brief though it was, damn samurai ;)), but really, I would think that fairly often, the characters are likely to need different distance modifiers (will be at different physical locations in relation to the target), and given that we need to account for vision modifications on a per-character basis, it's pretty likely that visibility mods are going to be set individually most of the time as well.

So I guess what I'm saying is I've decided it's great the way it is.

And yes, I definitely appreciate the work you have put into this. Although there was only one combat in this session, I can already tell that my GMing is going to be more accurate and consistent just for having the combat calculators. And the ability to save off the character group is just huge. I now have the characters "just starting", and then I have a set of them at the end of the first session. Just awesome.

Thanks for the update to the Essence input. Not a huge thing, but definitely an improvement. :)

I will go ahead and add a "yup, happening for me too" to the loot generator comment above.

Other than that, nothing to add at the moment. If anything comes up during play or just dinking around with it, I'll try and remember to post it.


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tirsales
post Oct 18 2007, 09:09 AM
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Haven't tested this so far, just a few notes while having a first glance at the proggie - thanks btw ;)

1. Wouldn't it be possible to "just" add a new windows showing "Modifiers for this combat" - thus Groupmodifiers (like Vision) could be applied just for one combat and for the complete group.

2. Please add an option to enter numbers directly ... I dislike having to use up and down buttons ;)

3. I would love to be able to enter more than one Vision improvement - just though I dont forget it myself :)

A test will follow on my next gaming session Saturday :)

So long and thanks for all the fish!
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