IPB

Welcome Guest ( Log In | Register )

6 Pages V  < 1 2 3 4 > »   
Reply to this topicStart new topic
> The Shop....., Question to the masses about the shop
KeyMasterOfGozer
post Feb 12 2004, 04:32 AM
Post #26


Moving Target
**

Group: Members
Posts: 239
Joined: 10-February 04
Member No.: 6,068



Ok, I think I completed the code, but since I never used this program before, I'm not sure. You can just substitute your Rigger2.dat, mine has incorrect values for the Mark-Up.

I don't know where this should live, so I've got it on my own website temporarily. Download it from here:
The Shop v1.4.3

The source code is included with that, and if someone wants to take ownership, please let me know.

Are there any other changes that need to be made?

Edit: I would like to add that this is some of the cleanest and best written code I've ever worked with, so Kudos for the original creators. I never knew VB code could be this nice. :D
Go to the top of the page
 
+Quote Post
Grey
post Feb 12 2004, 04:16 PM
Post #27


Runner
******

Group: Members
Posts: 3,035
Joined: 26-February 02
From: Anahiem, CA
Member No.: 100



Oh man, thank you so much. I'll get to work on updating the DATs and let you know how it works.

edit: actually, I'll update the bike chassis and make one real quick to see if it comes out right.
Go to the top of the page
 
+Quote Post
KeyMasterOfGozer
post Feb 12 2004, 06:53 PM
Post #28


Moving Target
**

Group: Members
Posts: 239
Joined: 10-February 04
Member No.: 6,068



Ok, good news! I was able to get in touch with James Ojaste, the Original creator, and he was happy with the changes, so he is going to host The Shop for Rigger3 on his official The Shop Site. He is also going to make further changes to keep the application compliant with both Rigger2 or Rigger3, whichever you choose. I think the version number might be changed to 1.5.0, but I'm sure you guys can figure that out.

James Ojaste is changing Providers right now, so his new URL for The Shop is:
http://ojaste.ca/~ojastej/SR/Shop.html

Please, as you complete updating the DAT files, send them to both of us, and we'll make sure the official site has the latest copies available.
bombadil<at>oldforest.net
James.Ojaste<at>ec.gc.ca

Thanks guys, and happy RiggerSmithing!
Go to the top of the page
 
+Quote Post
Grey
post Feb 12 2004, 07:21 PM
Post #29


Runner
******

Group: Members
Posts: 3,035
Joined: 26-February 02
From: Anahiem, CA
Member No.: 100



Excelent! I tried emailing James a few days ago and didn't get a responce, but I may have been using an older address. I'll save the new DAT as Rigger3.dat when I'm done with it.

edit: Though it may take me a few days to get through it all, cause not only do I have to update the Mark-Up and Cost for every item in the DAT, but there are also a few completely new Chassis availible, not to mention new Power Plants.

Can I add new Chassis and Power Plants to the DAT without you needing to code something in for them?
Go to the top of the page
 
+Quote Post
KeyMasterOfGozer
post Feb 12 2004, 08:14 PM
Post #30


Moving Target
**

Group: Members
Posts: 239
Joined: 10-February 04
Member No.: 6,068



I believe you should be able to just add the new items without any problems. Feel free to test it as you go with that version I posted, just to make sure.

There are also some Mods that are not in the DAT files that are in Rigger3 that I saw are missing, like the morphing License Plate, and the Electorstaic Paint that lets you change the vehicle's appearance.

Do we know if all the cost and other values are the same between the versions? I'll try to remember to make a spot check tonight when I get home. IF anyone else can spend some time letting us know which costs are differnet between the two versions of Rigger, then we can determine what to do, if there are any differences.

Let's keep the File named Rigger2.dat for the time being. If you change the name of the file, then the program will not be able to read it, so let's let James make that decision.

Good work, team.
-Mike
Go to the top of the page
 
+Quote Post
Grey
post Feb 12 2004, 08:56 PM
Post #31


Runner
******

Group: Members
Posts: 3,035
Joined: 26-February 02
From: Anahiem, CA
Member No.: 100



Actually, I already changed it to Rigger3.dat and the program reads it just fine.
Go to the top of the page
 
+Quote Post
KeyMasterOfGozer
post Feb 12 2004, 09:13 PM
Post #32


Moving Target
**

Group: Members
Posts: 239
Joined: 10-February 04
Member No.: 6,068



Hmmm... That doesn't work for me, it gives me the error "No Chasis found". Do you have to chnge something else in another DAT file? Or is it possible that you have both files in that dirr?
Go to the top of the page
 
+Quote Post
Grey
post Feb 12 2004, 09:16 PM
Post #33


Runner
******

Group: Members
Posts: 3,035
Joined: 26-February 02
From: Anahiem, CA
Member No.: 100



You have to click on the Books options and them Manage. At that point you can tell the program what DATs to look at.
Go to the top of the page
 
+Quote Post
Grey
post Feb 12 2004, 09:35 PM
Post #34


Runner
******

Group: Members
Posts: 3,035
Joined: 26-February 02
From: Anahiem, CA
Member No.: 100



QUOTE (KeyMasterOfGozer @ Feb 12 2004, 12:14 PM)
IF anyone else can spend some time letting us know which costs are differnet between the two versions of Rigger, then we can determine what to do, if there are any differences.

I'm doing this while I go through and update everything. It may take me a week to get through it all, but it will be done. You have no idea how long I've been wanting to get The Shop updated (pretty much since Rigger 3 came out). I am very grateful for you taking the time to update the code for me, if you are ever in Orange County, CA, drop me a line and I'll buy ya pizza and a 6er. :)

(ok, well, maybe the pizza and beer thing will have to wait until I can crawl my way out of debt, but either way, thanks.)
Go to the top of the page
 
+Quote Post
Grey
post Feb 12 2004, 11:30 PM
Post #35


Runner
******

Group: Members
Posts: 3,035
Joined: 26-February 02
From: Anahiem, CA
Member No.: 100



Ok, I'm running into a problem with one thing. The items in bold are confusing me:

QUOTE
# Bikes
1,17,"Scooter",3,6,2,0,0,1,0,-1,0,"1b","o",0,"N","",50,0.4
1,17,"Racing Cycle",3,6,2,0,1,2,0,-1,0,"ab","o",0,"N","",180,0.3
1,17,Off-Road",3,6,2,0,1,8,0,-1,0,"1b","o",0,"N","",338,0.25
1,17,"Chopper",4,6,2,0,2,6,0,-1,0,"1b+1b","o",0,"N","",108,0.3
1,17,"All-terrain Vehicle",4,4,2,0,2,15,0,-1,0,"1b+1b","o",0,"N","",595,0.4


I assume they are used for sorting the chassis, but I don't get how it works. The only thing I could referancing this stuff is this:

QUOTE
# Chassis types:
# cars, vans, pickups, light trucks, bikes, transports
# watercraft, aircraft, ground vehicles
# Use descriptor int for vehicle type (makes filtering easier)
# 1 = ground
# 2 = water
# 4 = hover
# 8 = air
# 16 = bike
# 32 = transport
# 64 = helicopter (rotor)
# 128 = vector thrust


Ok... bikes are listed as 16, but in the code they have a 17 there... What gives? Can you explain how this works and if not, could you find out from James?
Go to the top of the page
 
+Quote Post
Austere Emancipa...
post Feb 12 2004, 11:45 PM
Post #36


Great Dragon
*********

Group: Members
Posts: 5,889
Joined: 3-August 03
From: A CPI rank 1 country
Member No.: 5,222



Ground + Bike = 1 + 16 = 17
Like that? Just a wild guess...
Go to the top of the page
 
+Quote Post
Grey
post Feb 13 2004, 12:15 AM
Post #37


Runner
******

Group: Members
Posts: 3,035
Joined: 26-February 02
From: Anahiem, CA
Member No.: 100



Nope, cause that doesn't explain this:

QUOTE
# Rotor Craft
1,72,"Autogyro",4,4,3,0,0,8,0,-1,0,"1b","o",0,"VTOL","",20,1
1,72,"Utility Helicopter",5,5,4,0,50,75,1,-1,1,"2b","2+2d",0,"VTOL","",500,1
1,72,"Cargo Helicopter",5,5,7,0,80,600,1,-1,1,"2b","2+2d",0,"VTOL","",1000,1
1,72,"Tilt-wing",6,6,5,0,48,96,1,-1,1,"2b","1+1",0,"VTOL","",600,1
1,72,"Attack Helicopter",5,5,5,0,4,64,2,-1,3,"1b","1",0,"VTOL","",1000,1
Go to the top of the page
 
+Quote Post
Austere Emancipa...
post Feb 13 2004, 12:17 AM
Post #38


Great Dragon
*********

Group: Members
Posts: 5,889
Joined: 3-August 03
From: A CPI rank 1 country
Member No.: 5,222



Okay, that's just the first thing that came to mind, because those Exponential of Two tables almost always work like that. I know nothing about the program you're discussing, so no wonder I was wrong. Out.
Go to the top of the page
 
+Quote Post
Dakhran the Dark
post Feb 13 2004, 12:22 AM
Post #39


Target
*

Group: Members
Posts: 81
Joined: 26-February 02
From: DC/NOVA, USA
Member No.: 80



Actually 64 (helicopter) + 8 (air) is 72, so it works fine.

Looks like the first field is separate from the second, and the second is a chassis flag, using standard boolean-bit flags...
Go to the top of the page
 
+Quote Post
Austere Emancipa...
post Feb 13 2004, 12:24 AM
Post #40


Great Dragon
*********

Group: Members
Posts: 5,889
Joined: 3-August 03
From: A CPI rank 1 country
Member No.: 5,222



How about that...
Go to the top of the page
 
+Quote Post
Grey
post Feb 13 2004, 12:28 AM
Post #41


Runner
******

Group: Members
Posts: 3,035
Joined: 26-February 02
From: Anahiem, CA
Member No.: 100



After going over the list I think that one is right. Cool! Thanks man.
Go to the top of the page
 
+Quote Post
KeyMasterOfGozer
post Feb 13 2004, 02:14 AM
Post #42


Moving Target
**

Group: Members
Posts: 239
Joined: 10-February 04
Member No.: 6,068



Hey, good eye guys, that's exactly right. having those coded numbers be powers of 2 means that bitwise you can have any combination with no colusions whne adding them up. It's not how I would have done it, but it certainly works.
Go to the top of the page
 
+Quote Post
smilbandit
post Feb 13 2004, 04:37 AM
Post #43


Target
*

Group: Members
Posts: 23
Joined: 26-February 02
Member No.: 245



It looks like it's a binary code.

basically the values are setup so that the number once added do not collide.

00010010 = Helicopter
10001000 = Scooter

Pretty standard way to handle options.

Line 1164 in shop.frm is where it's used.

basically the way you use it is a binary comparison to see if the second is part of the first.

example

138 = 10001010
2 = 00000010

The binary compare will go through each bit and return a 0 if either bit is 0 and a 1 if they are both 1.

Go to the top of the page
 
+Quote Post
ojastej
post Feb 13 2004, 02:49 PM
Post #44


Target
*

Group: Members
Posts: 1
Joined: 25-June 03
Member No.: 4,804



Hi guys! This is James. First off - thanks! I know a lot of people have been looking forward to a R3-compatible Shop, and my personal motivation skills suck.

Anyhow, if you've got any questions about the file formats etc, feel free to ask! I see a couple of questions already...

Firstly, the only DAT file that the Shop expects is Shop.dat. That file contains the references to the other files to load, or files that it knows not to load. It's initially seeded to load Rigger2.dat and Quality.dat.

There was also a question about what the first field of each line means; as documented in Shop.dat, the first field is a flag indicating what type of line it is (whether it's a chassis, engine, modification, or another file to load). Originally, I was using just numbers (0-3), but in a later version upgraded it to accept the more meaningful C,E,M or B; I just didn't change most of the data since I already had it in numeric format.

Each file thus doesn't really consist of a single table or a set of tables - you can interleave chassis data with engine data etc. I chose that design in order to allow for both easy parsing and (more importantly) easy data upgrades in the form of a single .dat file for any expansion books. Each source book can then occupy just one file and it becomes easy to pass them around. Too bad FASA never released much in the way of extra vehicle data...

Finally, yes, the 2nd field is a bitfield; if you need to allow mods for only a certain class of vehicles, you can add your own (keep to powers of 2), and use the bitwise operators (| and &) to check for a matching chassis.

Any other questions?
Go to the top of the page
 
+Quote Post
KeyMasterOfGozer
post Feb 13 2004, 03:51 PM
Post #45


Moving Target
**

Group: Members
Posts: 239
Joined: 10-February 04
Member No.: 6,068



I use the NSRCG program to gen my characters and make XML to display and print them. I've noticed that the program is pretty slack on generating XML for Vehicles (It only tells the model name). I would like for us to come up with a more complete XML schema for a vehicle and propose that to McMackie, then possibly we can export stuff from The Shop to be used with the NSRCG program and have one standard print.

What do you guys think?
-Mike
Go to the top of the page
 
+Quote Post
smilbandit
post Feb 13 2004, 08:41 PM
Post #46


Target
*

Group: Members
Posts: 23
Joined: 26-February 02
Member No.: 245



A Proposal for a Shadowrun XML Standard

Wordman put this together two years ago. It's a very good set, it generisizes (sp?) enough to make it open to future changes to the game. I think mcmackie didn't like it as much, so it was never used.
Go to the top of the page
 
+Quote Post
KeyMasterOfGozer
post Feb 13 2004, 09:25 PM
Post #47


Moving Target
**

Group: Members
Posts: 239
Joined: 10-February 04
Member No.: 6,068



That one is pretty good for a start, but it doesn't express a list of vehicle mods, unless I mis-read it.
Go to the top of the page
 
+Quote Post
Fahr
post Feb 13 2004, 09:26 PM
Post #48


Moving Target
**

Group: Members
Posts: 320
Joined: 13-August 02
From: Austin, Republic of Texas (not CAS)
Member No.: 3,094



another option McMackie and I talked about for use with Valkirie was to have an Import tab in the appropriate places and jsut import the xml from the other programs to be stored in the file and directly copied into the output when printed to xml, that way, the xsl for NSCRG would have to handle the xml output from various programs, or just ignore the stuff it didn't know... with both shop and valk, it might be the way to go...

McMackie? what do YOU think?

-Mike R...
Go to the top of the page
 
+Quote Post
KeyMasterOfGozer
post Feb 13 2004, 09:45 PM
Post #49


Moving Target
**

Group: Members
Posts: 239
Joined: 10-February 04
Member No.: 6,068



Now that I think about it, another possiblity would be for use to place an IFRAME in our XSL that could just call for an external file to fill the IFRAME. Then The Shop or Other external programs could just make their own page of output.

I don't know, that might get complicated.

BTW, glad to hear from you Mike R, I was starting to think I had joined this forum one week too late. :D

I'm really looking forward to a critique of my changes to Michal K's Transform.
Go to the top of the page
 
+Quote Post
Adam
post Feb 13 2004, 10:04 PM
Post #50


Prime Runner
*******

Group: Retired Admins
Posts: 3,929
Joined: 26-February 02
From: .ca
Member No.: 51



Question: Are you guys working towards a Rigger 3 or a Rigger 3 Revised compatible modification for The Shop?
Go to the top of the page
 
+Quote Post

6 Pages V  < 1 2 3 4 > » 
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 26th August 2025 - 05:59 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.