Dashifen Character Record System, dcrs.dashifen.com |
Dashifen Character Record System, dcrs.dashifen.com |
Apr 2 2004, 02:59 PM
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#51
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Shooting Target Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
Hi again. Just went back to fiddle around with the DCRS again, but when I tried to create a new character I got this error:
It was a PC character for a relatively standard game. |
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Apr 2 2004, 03:07 PM
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#52
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
[snip]
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Apr 2 2004, 03:09 PM
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#53
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
[snip squared]
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Apr 2 2004, 04:26 PM
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#54
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
[snip cubed]
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Apr 2 2004, 05:47 PM
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#55
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
Okay -- here's the deal. Editting characters is going to be spotty. I'm working on adding functionality to the character record so things could go on and off.
What I've done so far: All characters will now have a password that the GM can change. This password should be given out to only the player who "owns" the character. This will allow that player to log into the database simply for the purposes of editting their character and nothing else. They'll not have access to any other character, just their own. In order to get this working, I have to revamp some of the existent edititng systems. Plus, I'm going to make it so that once you start editting a character you will remain editting that character until you (a) tell the system you stop or (b) start editing a new character or © close your browser. This should expidite the process because right now you always have to go back to "Edit a Character" on the menu and select your character over and over again. Found a bug in the editting decking that I fixed. Also noticed a bug in the flash file that handls the spell editting (has anyone checked that out yet?). That fill will report that it can't load the lists if there's nothing in the table which does make sense if you think about it, but is a little annoying. I'll fix that later. Just putting it here so I remember. |
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Apr 13 2004, 03:14 PM
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#56
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
CHARACTER EDITING DONE!
Okay, this bumps us up to 0.9.2. Why the extra .2? I've tested it pretty throughly and found a bunch of stuff to fix. If you check out the character Gwyndlyn in my game. You can see the new character record's potential. Now you have a record for attributes, skills, spells, damage, edges & flaws, gear (carried and not carried), contacts, and combat and see it all on one page. Further, the player can log into the character, provided that the GM send them the character editing password, and enter all the information themselves. TO ANYONE WHO IS CURRENTLY USING THE SYSTEM: I strongly suggest that you do some character editing. Changes I made may have blown up the entire site again. I've tried to get everything working, but I'm just not sure. Also, change the passwords on your characters. Right now, the database automatically entered the same password for the characters. Therefore, it's a little too insecure for my tastes. Enjoy! |
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Apr 13 2004, 04:59 PM
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#57
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Runner Group: Members Posts: 3,035 Joined: 26-February 02 From: Anahiem, CA Member No.: 100 |
I ran into a bug for ya.
When inputting skills, there is no option to have the linked attribute be Reaction (needed for vehicle skills). |
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Apr 13 2004, 05:27 PM
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#58
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
Cigar for this man. Fixed. |
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Apr 21 2004, 02:54 AM
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#59
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Chicago Survivor Group: Dumpshocked Posts: 5,079 Joined: 28-January 04 From: Canton, GA Member No.: 6,033 |
,snip. Nevermind :D i found my problem
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Apr 21 2004, 02:57 AM
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#60
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
[snip] Mind telling me what it was?
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Apr 21 2004, 03:15 AM
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#61
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Chicago Survivor Group: Dumpshocked Posts: 5,079 Joined: 28-January 04 From: Canton, GA Member No.: 6,033 |
I was trying to add a charcter with the same name (silly me, forgot I had added a few at first.)
btw, am directing my players from DS to edit their character info (just set them up fresh, with edit pw's etc. hopefully we'll break it real good for ya ;-) |
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Apr 21 2004, 03:18 AM
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#62
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
Excellent! Break away. In fact, the more breakage the better! I just finished a different project and can get back to the DCRS for a few days. It's been quiet in my game, but so far, the players were able to log in and edit their characters.
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Apr 21 2004, 04:07 AM
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#63
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Chicago Survivor Group: Dumpshocked Posts: 5,079 Joined: 28-January 04 From: Canton, GA Member No.: 6,033 |
I did notice teh dice roller gave me a page error, but it looked like a missing file. I'll see if I can do it again
<edit> http://www.dashifen.com/dcrs/content/datab.../diceRoller.php 404 error, page not found |
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Apr 21 2004, 01:07 PM
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#64
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
Yup, I see the problem. I can get that one fixed.
Fixed! I had a relative rather than absolute path. If you understood that, you get a virtual cookie :) |
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Apr 21 2004, 11:47 PM
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#65
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
NPC Group Generator 0.5. Check it out. I'm looking for suggestions. Yes, I know cyberware doesn't check compatibility, yet. I just wanted to get a working prototype before I get nit picky. And, the magic rating of a character isn't reduced when cyberware is installed on an awakened person.
Right now it loads only spellcasters. I'd like to have it also make adepts eventually, but one step at a time. Enjoy! |
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Apr 22 2004, 04:11 AM
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#66
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Chicago Survivor Group: Dumpshocked Posts: 5,079 Joined: 28-January 04 From: Canton, GA Member No.: 6,033 |
Are teh character info sections working fully, I'm not sure if my players have entered their skill info, but it's not showing up if they have. (they haven't responded yet if they did or not)
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Apr 22 2004, 12:59 PM
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#67
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
It was working for me and my characters. I'll check on it later today (I have to make changes to my stuff anyway :))
Edit: Worked for me. They probably just haven't entered things yet. |
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Apr 23 2004, 07:42 AM
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#68
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Shooting Target Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
[excuse]I had my human interface design exam last week and I reckon I botched it, so I'm going to take it out on you.[/excuse] It would be nice to have a separate category for language skills, but I may be unique in having like 12 language skills (including R/W skills). You might want to add functionality for multiple task pools. IE: Some characters have one from a cerebral booster, one from a chipjack expert driver, and one from an encephalon, each with different rules as to what they can be applied to. It would be nice to get the drop-down menu of linked attributes to remember the last attribute used. Right now it resets back to body each time and, as there are less body-linked skills than for any other attribute, this means more work for the person entering data. If it sets back to the last one used each time then a well-organised user can enter his/her data efficiently. [edit]Possibly make the edges and flaws page remember what was entered last too.[/edit] I think the skills section of the character sheet is a bit narrow too, while the edges/flaws section is far too wide yet the area where the text goes is still too narrow. This is probably due to the fact that you've not really done that much work on it, but I thought I'd tell you anyway. Oh yes, Great system Mr Dashifen. Aside from my whining above: it's a great system and I look-forwards to using it more often. [edit]Went looking for more flaws, nothing major but a coupple of tips: You migght want to add "D6" afer the initiative number. (I assume that number is supposed to be in D6) The images next to the equipment items don't work right now. It is possible to enter a description and options for the gear, but I can't figure-out how to access it. I get this message when transfering gear between carried and non-carried gear:
Not too major, but I thought I'd point it out anyway. :P It is possible to enter gear without a specific category. Indeed there is no category selected by default. If this is attempted I get this error:
The idea about remembering the last item class saved would probably help here too. In-fact I prefer the list-box format used here to the drop-down menu in the skills section, and consistency in the user interface aids users when learning as once they have learnt to use one part they instinctively know how to use other sections through abductive reasoning.
*Slaps Self* The list box format is superior as-long-as screen space is not an issue due to the immediate honesty it offers about the available options. *Slaps Self Harder* *Shakes Head* Sorry. I slipped into exam mode somehow. One more thing: The lists of gear are uneven. All items after the first seem to be indented. [/edit] |
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Apr 23 2004, 12:24 PM
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#69
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
You're awesome man ... most of these I was aware of and just haven't gotten around to, but I'll respond to some of your points later. I'm just getting up ... kinda spooky that before I do anything else in the morning, I check dumpshock :)
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Apr 23 2004, 03:43 PM
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#70
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
Good! A designer! That's what I need :)
Yeah, I noticed that too when I realized that since the knowledge skills are just listed alphabetically (IIRC -- might be by rating) that the languages don't all line up at the bottom of the list in and easy to find kind of way. I'll get on this shortly, probably.
Hrm ... good point. I'll have to think about this one. Part of me wants to say that I can't cover all of the possibilities and it's easier for me to just store the whole task pool and call it even, but the user-friendly side of me says to suck it up and save the extra information.
I agree with this one. I'll be doing this over the weekend. I realized this myself when I had to re-enter all of my characters from the Mafia Affair after they were deleted somehow. I must have done something wrong and zapped them :)
Probably also something I can do.
When I go from 0.9 where we're at now to 1.0 I'm redesigning the whole damn interface. I don't like the tables look right now. I'll try to make it a little more modern and intersting to look at. When this happens, I think i'm going to put information into wider cells. As more and more information was added to the system, I found it difficult to extend the current interface to allow it. This will happen eventually.
Thanks!
Picky, picky!! There's a couple of things I need to do to attributes. Right now you can't save base attributes and modified attributes, either, which I want to add.
I know and I can't figure out why since I'm controling the table they're in down to the pixels. Might just have to use a list, but I hate that a list skips a line between the list title and the list items.
See interface problems above. If you have a suggestion for this one, share it. I'm not sure what I want to do for this one yet. I was thinking a link with a pop up window, but I'm not a big fan of those.
Silly me, for got an else if :)
Yup -- none of the errors are checked for or trapped. I will be adding context sensitive error messages one day. Right now you just get an error, use the back button and figure out what you did wrong :)
I agree.
Yeah, again I'm not sure why. Stupid shit like this pisses me off, because they also line up on some browsers and not on others. Oh well. Silly me for wanting to be cross-browser compatible :) -- Dash -- |
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Apr 23 2004, 03:50 PM
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#71
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Shooting Target Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
dvsdfgsdfgs? |
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Apr 23 2004, 03:53 PM
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#72
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
So I could put in more quotes from you. I wanted to hit preview post and not post reply but I missed :oops: |
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Apr 23 2004, 04:06 PM
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#73
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Shooting Target Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
Ah. Thx. I had guessed that some of it might be known but decided to post it anyway.
BTW: the lecture notes and slides I learnt from can be found here if you're interested. If you spent a coupple of days avoiding reading through them (imagining you had an exam in a few days time) then that should put you at roughly graduate level of human interface design. |
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Apr 23 2004, 04:23 PM
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#74
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
EXCELLENT! I took an interface design course, but it was focused on instructional designs, a subset of human interface design. *snatches the files* The scarey part is, I might enjoy this :)
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Apr 23 2004, 04:38 PM
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#75
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Shooting Target Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
One point: Handout 7 is actually a copy of handout 8, so you'll probably want to make-sure you grab the slides for lecture 7 so you have the complete set. It was a quite good course. Lots of it is logic and common sense but it helps you know where to start and what issues are important.
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