My Assistant
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May 19 2009, 07:53 AM
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#151
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Target ![]() Group: Members Posts: 1 Joined: 19-May 09 Member No.: 17,180 |
It might be a bit of blindness on my part, but I'm having issues finding something from the core book: hardware update costs. I thought it would be with core electronics in gear, but I can't seem to find it there. Or anywhere.
Table's on page 240 of the 4th Edition corebook, so I'll just be penciling in the cost/numbers. |
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May 22 2009, 12:15 PM
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#152
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Target ![]() Group: Members Posts: 29 Joined: 17-May 02 Member No.: 2,750 |
In the cyberparts tab, all the cyberlimbs comes with an armor rating 3, for free.
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May 27 2009, 05:58 PM
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#153
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Target ![]() Group: Members Posts: 3 Joined: 27-May 09 Member No.: 17,209 |
How current is this considering sr4a?
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May 27 2009, 07:18 PM
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#154
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Moving Target ![]() ![]() Group: Members Posts: 133 Joined: 19-October 08 From: Turlock, CA Member No.: 16,534 |
I just checked, and the program IS compatible with "virtual printers" such as the Adobe PDF Printer or Microsoft XPS Document Writer - it exports the results to a file rather than printing physically. yup. you can print to a file. and have some other program read in that file/manipulate it as you like. It might be a bit of blindness on my part, but I'm having issues finding something from the core book: hardware update costs. I thought it would be with core electronics in gear, but I can't seem to find it there. Or anywhere. Table's on page 240 of the 4th Edition corebook, so I'll just be penciling in the cost/numbers. It is likely that they arent in there. I'll look into adding those after this semester ends (in a week or 2) once i do the weapons tab, i might get to the commlink tab.. In the cyberparts tab, all the cyberlimbs comes with an armor rating 3, for free. I think i misread this when i decided that they all should have a default of 3: "All cyberlimbs come with Body, Strength, and Agility attributes of 3" I'll work on fixing that too... thanks man. How current is this considering sr4a? Lol. its not even current with all of the sr4 errata. It will need a lot of stuff overhauled for sr4a. If anyone wants to submit a list of values they find that are out of date (ie. they have been erratafied) that would be helpful. All in all, iv'e been pretty out of commission lately. The college thing is almost done, so i'll be able to devote some more time to this once i graduate in a week or so. thank you all for being patient with me. d:- D |
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May 28 2009, 05:42 AM
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#155
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Target ![]() Group: Members Posts: 3 Joined: 27-May 09 Member No.: 17,209 |
QUOTE Lol. its not even current with all of the sr4 errata. It will need a lot of stuff overhauled for sr4a. If anyone wants to submit a list of values they find that are out of date (ie. they have been erratafied) that would be helpful. Is there instructions on how to edit the data files for in this thread somewhere, I might take a crack at it. A good character generator SR4 saves me many headaches. QUOTE All in all, iv'e been pretty out of commission lately. The college thing is almost done, so i'll be able to devote some more time to this once i graduate in a week or so. thank you all for being patient with me. Understandable. And just to show how understanding (heh), here's some work for you when you get a chance - the values for the Unwired negative qualities are wrong. The neg qualities have positive values. More Than Metahuman - This has two levels, one @ 5, one @ 10. Only the 5 one is listed in the program. |
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May 28 2009, 06:47 AM
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#156
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Moving Target ![]() ![]() Group: Members Posts: 133 Joined: 19-October 08 From: Turlock, CA Member No.: 16,534 |
Is there instructions on how to edit the data files for in this thread somewhere, I might take a crack at it. A good character generator SR4 saves me many headaches. Understandable. And just to show how understanding (heh), here's some work for you when you get a chance - the values for the Unwired negative qualities are wrong. The neg qualities have positive values. More Than Metahuman - This has two levels, one @ 5, one @ 10. Only the 5 one is listed in the program. haha. well thanks man. I'll be sure to check those when i get around to working on it again as well. For data file editing, you can do 2 things: the easiest is Edit> Manage Custom Items The second is to read the legend.txt in the data files folder for any files you want to modify that arent in the custom items panel (there are a few that arent because they're semi-important with hard coded elements, or i just forgot to put them in there.) best of luck. and thanks for the error spotting. you get a cookie. an invisible cookie. an invisible cookie with no mass. d:- D |
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May 28 2009, 06:47 PM
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#157
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Target ![]() Group: Members Posts: 3 Joined: 27-May 09 Member No.: 17,209 |
Well, I'm afraid I'll have to return the invisible, massless cookie, cause I was wrong about the More Than Metahuman. Got that confused with Gearhead. My bad!
I'll take a look at the data files. |
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May 31 2009, 11:59 AM
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#158
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,190 Joined: 31-May 09 From: London, UK Member No.: 17,229 |
Hi,
Thanks for the program, it works nicely for me. I have just noticed a few problems with the data files : - the Chemistry skill form Arsenal seems to be missing. It is also part of SR4A. - I didn't find the Nictitating membranes bioware from Augmentation, but I might have missed them. - the vision and Hearing gears (glasses, goggles and so on) should have a rating. - the headware and bodyware with Capacity from the core book should be available as cyberlimb enhancements, not only as cyberskull / torso. Cyberlimb customization should also add to the limb availability, but that can be checked by hand. |
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May 31 2009, 05:38 PM
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#159
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Moving Target ![]() ![]() Group: Members Posts: 133 Joined: 19-October 08 From: Turlock, CA Member No.: 16,534 |
Hi, Thanks for the program, it works nicely for me. I have just noticed a few problems with the data files : - the Chemistry skill form Arsenal seems to be missing. It is also part of SR4A. - I didn't find the Nictitating membranes bioware from Augmentation, but I might have missed them. - the vision and Hearing gears (glasses, goggles and so on) should have a rating. - the headware and bodyware with Capacity from the core book should be available as cyberlimb enhancements, not only as cyberskull / torso. Cyberlimb customization should also add to the limb availability, but that can be checked by hand. Thanks! I'll look into these as well when I get back at it. (my has the list grown.) Almost done with school... d:- D |
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Jun 1 2009, 05:04 PM
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#160
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,706 Joined: 30-June 06 From: Fort Wayne, IN Member No.: 8,814 |
Bug I found last night:
I changed the total BP from 400 to 500 and skill cap from 200 to 250 to build a character. I saved the character. Later, I went to open the saved character and when entering the app, the BP total read in 500 but not 250. I had to go back to the options menu and re-adjust the skill cap to 250. |
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Jun 1 2009, 05:15 PM
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#161
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Moving Target ![]() ![]() Group: Members Posts: 133 Joined: 19-October 08 From: Turlock, CA Member No.: 16,534 |
Bug I found last night: I changed the total BP from 400 to 500 and skill cap from 200 to 250 to build a character. I saved the character. Later, I went to open the saved character and when entering the app, the BP total read in 500 but not 250. I had to go back to the options menu and re-adjust the skill cap to 250. thanks. I'll look into it. |
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Jun 9 2009, 01:39 AM
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#162
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Target ![]() Group: Members Posts: 21 Joined: 17-May 09 Member No.: 17,178 |
A suggestion, if I maybe so bold, is to have weapons and comm in a seperate window from equipment. That way your able to modify it and add mods/accessories to weapons. Someone with 4 guns would be able to mod/accessorize each weapon.
Other than that, I think your program is amazingly great. It makes building a character ten times easier and a lot faster. Just gotta find the books and research a little and you might even cut down character creation within an hour or less. I DO love your program but it's really hard to do anything with it when it comes to equipment. Love and peace, SG |
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Jun 9 2009, 01:48 AM
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#163
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Moving Target ![]() ![]() Group: Members Posts: 133 Joined: 19-October 08 From: Turlock, CA Member No.: 16,534 |
A suggestion, if I maybe so bold, is to have weapons and comm in a seperate window from equipment. That way your able to modify it and add mods/accessories to weapons. Someone with 4 guns would be able to mod/accessorize each weapon. Other than that, I think your program is amazingly great. It makes building a character ten times easier and a lot faster. Just gotta find the books and research a little and you might even cut down character creation within an hour or less. I DO love your program but it's really hard to do anything with it when it comes to equipment. Love and peace, SG agreed. the equipment is whack at this point. the weapon tab is what im actually working on now. so theres something to look forward to in the next major update. |
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Jun 9 2009, 05:43 PM
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#164
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Target ![]() Group: Members Posts: 21 Joined: 17-May 09 Member No.: 17,178 |
One thing I remember from another forum was to be able to pull up several character's at once so the GM can just use one program. Than later on add things onto it. That way people don't be dishonest and add stuff. Also, helps creates an "amnesia" character ten times easier. Right now, I could create and "amnesia" character without any problems. Don't really need special mods or weapons, so that could work. (Amnesia characters are those that don't have any memory after an event in game. Kind of a instant drop character that's playable for those who want to play but didn't prebuild one.)
I also notice that a lot of stuff from Arsenal book wasn't in the program. Abilities, skills, weapon mods, etc. wasn't in there. I also notice that Vampire and whatnot wasn't in there unless I didn't look that hard. If you added it on, then ignore me. Also, even though I'll get crap about it, a Loupe-Gurou and even a Ghoul wasn't on there unless that wasn't looking hard enough. Love and peace, SG |
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Jun 13 2009, 01:39 PM
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#165
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Target ![]() Group: Members Posts: 10 Joined: 15-December 08 Member No.: 16,683 |
This is a great piece of software. Thanks much for making it, and offering all these improvements!
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Jun 14 2009, 09:47 PM
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#166
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Moving Target ![]() ![]() Group: Members Posts: 133 Joined: 19-October 08 From: Turlock, CA Member No.: 16,534 |
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Jun 17 2009, 04:32 AM
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#167
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Moving Target ![]() ![]() Group: Members Posts: 133 Joined: 19-October 08 From: Turlock, CA Member No.: 16,534 |
Its tedious work, but I've started collecting data for the weapons tab....
i finished the mods and accessories. Now I need to update the weapons info and do a crapton of coding!! The next update should be pretty good. d:- D |
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Jun 18 2009, 03:36 AM
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#168
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Target ![]() Group: Members Posts: 1 Joined: 18-June 09 Member No.: 17,292 |
One issue I've noticed is that the parser for the gear.data uses a different syntax for the availability than the other data files, yet the data in the file is formatted like all the other files so none of the availabilities based off ranks in that file work. I.e. for Fake SIN it has "x3F" instead of "=3xF".
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Jun 18 2009, 07:41 AM
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#169
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Moving Target ![]() ![]() Group: Members Posts: 133 Joined: 19-October 08 From: Turlock, CA Member No.: 16,534 |
One issue I've noticed is that the parser for the gear.data uses a different syntax for the availability than the other data files, yet the data in the file is formatted like all the other files so none of the availabilities based off ranks in that file work. I.e. for Fake SIN it has "x3F" instead of "=3xF". Ya, I did all of those at different times during the development and i was just throwing things together to get it to work. I'm trying to move towards a more intuitive format now. If I get the time, I'll go back around and attempt to standardize all of the formats. The future formats will omit the "=" because its redundant. d:- D |
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Jul 5 2009, 02:37 PM
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#170
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,190 Joined: 31-May 09 From: London, UK Member No.: 17,229 |
Hi,
I have just stumbled upon an easy bug: there are not enough slots in the cyberlimb enhancement frame. With Customization and autoinjector taking no Capacity, it is easy to fit more than 10 enhancements into a limb. Increasing the list size to 20 should do it. |
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Jul 5 2009, 11:23 PM
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#171
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Moving Target ![]() ![]() Group: Members Posts: 133 Joined: 19-October 08 From: Turlock, CA Member No.: 16,534 |
Hi, I have just stumbled upon an easy bug: there are not enough slots in the cyberlimb enhancement frame. With Customization and autoinjector taking no Capacity, it is easy to fit more than 10 enhancements into a limb. Increasing the list size to 20 should do it. hmm, thanks for the heads up. I'll look into that. d:- D |
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Jul 7 2009, 11:53 PM
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#172
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Target ![]() Group: Members Posts: 46 Joined: 18-February 09 From: Earth Member No.: 16,893 |
I have been using the CharGen for a bit, and I have some suggestions. On the vehicles tab:
-a drop down menu for each weapon mount in the Vehicles Tab. -A pop-up window for vehicle sensors in the Vehicles Tab. -A possible tab for any custom weapons desired. -The Gear tab being more organized and less of a list. Possibly into categories. Overall I like this gen alot. |
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Jul 17 2009, 01:45 AM
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#173
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Target ![]() Group: Members Posts: 3 Joined: 17-July 09 Member No.: 17,401 |
Awesome Generator man, best I have seen. Thank you for all of the effort you have put into it.
How hard would it be to add the Drake information in a separate field? |
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Jul 17 2009, 09:49 AM
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#174
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Target ![]() Group: Members Posts: 90 Joined: 20-June 09 Member No.: 17,304 |
Just tried it for the first time, and looks nice... but I can't use it, everything I do gives an error message.
I'm assuming it's because I'm using 64 bit vista... anyone figured out a workaround on this? |
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Jul 17 2009, 01:50 PM
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#175
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Target ![]() Group: Members Posts: 3 Joined: 17-July 09 Member No.: 17,401 |
Make sure you have .Net installed and try running in XP-compatibility mode.
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