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> Chummer Character Generator
Wizard_Thoarin
post Jul 8 2011, 05:57 PM
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QUOTE (Nebular @ Jul 7 2011, 07:37 PM) *
The save files are going to stay the way they are for now. Part of the goal with the save files was to make them as isolated as possible so that if you copy the save to your laptop but forget to copy over a custom data file that contains an item your save uses, you should still be able to use your character and access that item's information since the save has all of the information it needs to keep going.


I can live with that design philosophy, just thought it would save some headaches when people end up having to scrap and rebuild characters from the start because of a change. Although I'm hoping that having to scrap and rebuild is becoming less and less of an issue as with each update.

You could always consider putting in a second save file method and let people pick which save file they would prefer... chum or chumm (maybe chum2)... one would be chum (rebuild) and one would be chum (mobile)... Just a thought for consideration.
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Nebular
post Jul 8 2011, 07:25 PM
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QUOTE (Wizard_Thoarin @ Jul 8 2011, 12:57 PM) *
I can live with that design philosophy, just thought it would save some headaches when people end up having to scrap and rebuild characters from the start because of a change. Although I'm hoping that having to scrap and rebuild is becoming less and less of an issue as with each update.

You could always consider putting in a second save file method and let people pick which save file they would prefer... chum or chumm (maybe chum2)... one would be chum (rebuild) and one would be chum (mobile)... Just a thought for consideration.

I've been trying to make sure that nothing I do requires a character to be completely rebuilt. Now that Qualities are actual objects in the application, there shouldn't be any more colossal changes to the save file structure. Hopeful worst-case scenario now is having to remove a Power or Quality and re-add it. (IMG:style_emoticons/default/smile.gif) There have been a ton of additions to the actual contents of them like Critter Powers and new properties to things like Skills, Gear, Vehicles, and 'Ware that didn't need the characters to even make a change, and I'm trying to keep it that way. (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post Jul 8 2011, 07:30 PM
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QUOTE (Fyndhal @ Jul 8 2011, 08:40 AM) *
Ooo...now I'm curious!

Turns out that this will work, and I've solved the last of the roadblocks I ran into, so it looks like this is a go! This will probably be of more use to GMs, but I'm sure players will find a use for it as well. I know what I'm working on this weekend now. (IMG:style_emoticons/default/biggrin.gif)
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SpellBinder
post Jul 8 2011, 11:11 PM
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Found a calculation glitch when it comes to essence & bioware. Was transitioning a character to Chummer, one who has the Sensitive System negative quality and some bioware & genetic infusions (specifically Tailored Pheromones, Genetic Optimization, and Print Removal), and found that the bioware essence cost was being doubled when it shouldn't be.

Added: Could the accessories option for non-firearm weapons also be enabled? While I know a lot of them may not be applicable, some things like a concealable holster (while not quite the right name) can still be applicable to some things like knives. If not there, how about having them added to the general gear tab?
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Bobby
post Jul 9 2011, 12:07 AM
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Just noticed a problem with the karma/Nuyen logs in the character sheet printouts (thanks for adding them though!)

In Chummer the dates display and sort correctly (for locale), but in the character sheets have the dates in US format and sort extremely strangely.

CODE
DATE AMOUNT REASON
6/6/2011 9:10:54 PM -10 Skill Group Electronics 0 -> 1
6/6/2011 8:52:15 PM 8 Mission Reward - The Red Hand Gang defeated
6/23/2011 9:52:44 PM 3 Completing the Dawn of Light advert
5/21/2011 12:10:07 PM -5 Learned Spell Oxygenate Area
5/14/2011 9:56:30 AM -5 Learned Spell Healthy Glow


The Dawn of Light is the most recent item but doesn't appear at the top, but is shoved into the middle, and all the dates are US.
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SpellBinder
post Jul 9 2011, 03:11 AM
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QUOTE (SpellBinder @ Jul 7 2011, 05:17 PM) *
Something that's been sitting in my mind for a while regarding the free points for knowledge skills in the karma build, and I do appreciate that house rule being present, but was thinking if there could be a change in how it calculates not only the free points but also the spent points once you've run out of the free points.

Currently it calculates INT + LOG * 3 for either system, with any excess costing 2 karma per rank of a knowledge skill. I was wondering if it could be changed to INT * LOG * 6 for the karma build for free knowledge skills, with knowledge skills costing the normal karma per rating?

Figured I'd just quote myself instead of editing this post for a correction (for fear the editing would be lost). Would like to amend the free karma for knowledge skills be INT * LOG * 12 as that will be be double the equivalent of what the points would be in the BP system (INT * LOG * 6 if you actually paid 2 points per rating in a knowledge skill like they cost in BP).
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Arkiya
post Jul 9 2011, 03:53 PM
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Small thing I noticed - Infirm isn't blocking out physical skill groups, and physical skills don't seem to cost twice with it.

Thanks!
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ggodo
post Jul 9 2011, 04:12 PM
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I cannot open any of my saved characters, and keep getting this error:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.Quality.Load(XmlNode objNode)
at Chummer.Character.Load()
at Chummer.frmMain.LoadCharacter(String strFileName)
at Chummer.frmMain.OpenFile(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: 4.0.0.0
Win32 Version: 4.0.30319.235 (RTMGDR.030319-2300)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.142
Win32 Version: 0.0.0.142
CodeBase: file:///C:/Users/Captain%20Awsum/Desktop/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.235 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.232 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__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.
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Nebular
post Jul 9 2011, 04:16 PM
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QUOTE (ggodo @ Jul 9 2011, 11:12 AM) *
I cannot open any of my saved characters, and keep getting this error:

Were these characters by chance last saved before June 19th? The error looks as though it would be cause from trying to load Qualities in the old format. I'm just going to put the Quality migration code back in. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Jul 9 2011, 05:14 PM
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QUOTE (SpellBinder @ Jul 8 2011, 06:11 PM) *
Found a calculation glitch when it comes to essence & bioware. Was transitioning a character to Chummer, one who has the Sensitive System negative quality and some bioware & genetic infusions (specifically Tailored Pheromones, Genetic Optimization, and Print Removal), and found that the bioware essence cost was being doubled when it shouldn't be.

Added: Could the accessories option for non-firearm weapons also be enabled? While I know a lot of them may not be applicable, some things like a concealable holster (while not quite the right name) can still be applicable to some things like knives. If not there, how about having them added to the general gear tab?

Sensitive System will be fixed for the next update. It was affecting all 'Ware instead of just Cyberware.

The holsters will need to be entered as custom Gear data since they're explicitly marked as Firearm Accessories in the book. I think it's fairly safe to assume that any bladed weapon you buy would come with its appropriate holster or scabbard.
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Nebular
post Jul 9 2011, 05:26 PM
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QUOTE (SpellBinder @ Jul 8 2011, 10:11 PM) *
Figured I'd just quote myself instead of editing this post for a correction (for fear the editing would be lost). Would like to amend the free karma for knowledge skills be INT * LOG * 12 as that will be be double the equivalent of what the points would be in the BP system (INT * LOG * 6 if you actually paid 2 points per rating in a knowledge skill like they cost in BP).

If you have the "Free Knowledge Skills Like BP Build" option turned on, Free Knowledge Skills when building with Karma work exactly like they do with BP. (INT + LOG) * 3 is the number you should get in both modes. Each point you put into Knowledge Skills, regardless of mode, eats up one of those points. When you go over that limit, that's when you should see the costing coming out of BP/Karma and whatever its standard rate it. 1 free point is 1 free point regardless of mode. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 9 2011, 05:32 PM
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Build 145
  • added support for <infirm /> to Improvement Manager which impacts the cost of Physical Active Skills
  • passing a save file as a command line argument no longer throws an error
  • Expense Entries are now printed in the correct order and date format for computers that are using a non-US date format
  • re-added support for converting Qualities in saved in the old format since it seems there ae a number of character still floating around with them
  • loading a character with the old Quality format immdiately saves the file with the new Quality format
  • Sensitive System Negative Quality now correctly only affects the Essence cost of Cyberware
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ggodo
post Jul 9 2011, 07:17 PM
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QUOTE (Nebular @ Jul 9 2011, 09:16 AM) *
Were these characters by chance last saved before June 19th? The error looks as though it would be cause from trying to load Qualities in the old format. I'm just going to put the Quality migration code back in. (IMG:style_emoticons/default/nyahnyah.gif)

Uh, yes, yes they were, that would make a lot of sense actually. Thanks!
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Nebular
post Jul 9 2011, 07:54 PM
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Now that I have most of this prototyped and semi-working, I might as well let you in on that little secret item from the last outstanding items list. (IMG:style_emoticons/default/smile.gif)

I had wanted to setup a character repository since I had started working on Chummer, but wanted to provide it through Chummer rather than through a website (I didn't want to create another site, maintain it, etc.) and felt it would be more at home within Chummer itself. If you're a GM and looking for a quick NPC or a player looking for a Contact, why not see if someone has already made something to suit your needs? Select what type of NPC you're looking for (Contact, Enemy, or Critter at the moment), hit Search, and you're given a list of the saves that other users have submitted. Find the one you want, download it, and open it without leaving Chummer.

Submitting a save to Omae requires that you have a registered account with it (all done through the interface). Passwords are stored in an encoded format in both the database and on your machine if you choose to enable automatic logins. The account is just used to show who upload which character and allowing you to update the save file for a character you had uploaded before (don't want Person X overwriting Person Y's creations!). The hope is to also allow rating and tagging later on. The only information the account has is your username and encoded password. No personal information tracked, etc. I have no interest in that stuff.

I have no idea when this will be ready - this is my first attempt at writing web services which has been an interesting experience so far. The basics of it are all in place and work, but there's still a lot of work that needs to be done on it to make it presentable and not use hard-coded information. But to give you a quick idea as to what it might look like, take a peek at the Omae preview screenshot.

And suggestions are always welcome. (IMG:style_emoticons/default/biggrin.gif)
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Marwynn
post Jul 9 2011, 07:58 PM
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That is so cool! Well done, sir!

This thing is getting handier by the minute!

(Minor bug note: Gyro-stabilization Accessory doesn't appear for Battle Rifles.)
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Bobby
post Jul 9 2011, 08:02 PM
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QUOTE (Nebular @ Jul 9 2011, 06:32 PM) *
Expense Entries are now printed in the correct order and date format for computers that are using a non-US date format



Thank you!
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Nebular
post Jul 9 2011, 08:11 PM
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QUOTE (Marwynn @ Jul 9 2011, 02:58 PM) *
That is so cool! Well done, sir!

This thing is getting handier by the minute!

(Minor bug note: Gyro-stabilization Accessory doesn't appear for Battle Rifles.)

Just quickly checked this. I see Gyro Stabilization as an available Accessory for all Battle Rifles except for the Ares HVBR from WAR! (page 155), and that weapon doesn't allow underbarrel Accessories. Which Weapon were you noticing this one?
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Neko Asakami
post Jul 9 2011, 08:13 PM
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Holy crap, that is an awesome idea! Love the idea, especially as a lazy GM.

Also, I know complex forms aren't supported yet, but is there some sort of work around you can suggest? My techno is very excited to use Chummer, but is bugging *me* about the lack of support for the complex forms.
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Nebular
post Jul 9 2011, 08:20 PM
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QUOTE (Neko Asakami @ Jul 9 2011, 03:13 PM) *
Also, I know complex forms aren't supported yet, but is there some sort of work around you can suggest? My techno is very excited to use Chummer, but is bugging *me* about the lack of support for the complex forms.

Eh? Complex Forms are supported, as least as far as I know. You can add them on the Sprites and Complex Forms tab, set their Rating, and attach Options to them. Am I missing something? Technomancers still cause me some confusion since I've never played one, and none of my players have either. (IMG:style_emoticons/default/nyahnyah.gif)
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SpellBinder
post Jul 9 2011, 09:16 PM
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QUOTE (Nebular @ Jul 9 2011, 11:26 AM) *
If you have the "Free Knowledge Skills Like BP Build" option turned on, Free Knowledge Skills when building with Karma work exactly like they do with BP. (INT + LOG) * 3 is the number you should get in both modes. Each point you put into Knowledge Skills, regardless of mode, eats up one of those points. When you go over that limit, that's when you should see the costing coming out of BP/Karma and whatever its standard rate it. 1 free point is 1 free point regardless of mode. (IMG:style_emoticons/default/smile.gif)

Was just looking for a way to clear a loophole in karma costs at character creation, as I'd expect going from rating 3 to 4 would cost 4 karma if the limit is exceeded, yet it only costs 2 karma per rating no matter what in chummer.
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Marwynn
post Jul 9 2011, 10:22 PM
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QUOTE (Nebular @ Jul 9 2011, 03:11 PM) *
Just quickly checked this. I see Gyro Stabilization as an available Accessory for all Battle Rifles except for the Ares HVBR from WAR! (page 155), and that weapon doesn't allow underbarrel Accessories. Which Weapon were you noticing this one?


The AVC-7.62. I just tried it with a fresh BR, and couldn't find the Gyro Stab. Been tinkering with that BR all day.

Hmm, how odd.

I'll do a fresh DL and see.

EDIT:

Okay, it's showing up now. Would another underbarrel accessory have prevented that from showing up?
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Nebular
post Jul 9 2011, 11:13 PM
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QUOTE (Marwynn @ Jul 9 2011, 05:22 PM) *
The AVC-7.62. I just tried it with a fresh BR, and couldn't find the Gyro Stab. Been tinkering with that BR all day.

Hmm, how odd.

I'll do a fresh DL and see.

EDIT:

Okay, it's showing up now. Would another underbarrel accessory have prevented that from showing up?

Nope. At one point it enforced one Accessory per slot type, but that was removed quite a while back since you could actually have a number of Scopes for example, and switch them out as needed. I also tested it with a couple of underbarrel Accessories on it, just to make sure that didn't work its way back in. (IMG:style_emoticons/default/smile.gif)
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Neko Asakami
post Jul 10 2011, 12:43 AM
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QUOTE (Nebular @ Jul 7 2011, 03:13 PM) *
Build 142
  • Stuff
Oustanding Items
  • Secret thing that may or may not work but I'm trying anyways!
  • Multiple Clips and Different Ammo
  • Technomancer Complex Form Skills
  • A.I. Inherent Programs
  • Cheat Sheets?
  • Multiple Capacity Items



Sorry, from the last list you posted, I was under the impression that they're not done. A quick look into Chummer and I was able to find them. I'll just need to show her how they're added which is what's confusing her, I bet.
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suoq
post Jul 10 2011, 02:31 AM
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Didn't find a way to add skills, languages. Not sure if I should be editing an XML file or if that's just the way it is.

Noticed that mods on melee weapons don't show. (Was adding Custom Look:level 2 to a Fineblade knife.)

I'd like a way to attach operating systems, tacsofts, empathy software, mapsofts, etc. etc. to the commlink they're meant for. Once you carry your public commlink, your tactical commlink, and a couple disposable commlinks (turned off) it gets ugly.

I'd also like to attach ammo to guns or at least have it in it's own section under ranged weapons with AP, DV, Ballistic/Impact, etc.

Way too much of my gear has line breaks in it from the book/page being too long (SR4 300) breaks into 2 lines on my PC. May be something I'm doing.

Overall, I love it. Thank you.



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ShadowWalker
post Jul 10 2011, 03:20 AM
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QUOTE (suoq @ Jul 9 2011, 10:31 PM) *
Didn't find a way to add skills, languages. Not sure if I should be editing an XML file or if that's just the way it is.

Noticed that mods on melee weapons don't show. (Was adding Custom Look:level 2 to a Fineblade knife.)

I'd like a way to attach operating systems, tacsofts, empathy software, mapsofts, etc. etc. to the commlink they're meant for. Once you carry your public commlink, your tactical commlink, and a couple disposable commlinks (turned off) it gets ugly.

I'd also like to attach ammo to guns or at least have it in it's own section under ranged weapons with AP, DV, Ballistic/Impact, etc.

Way too much of my gear has line breaks in it from the book/page being too long (SR4 300) breaks into 2 lines on my PC. May be something I'm doing.

Overall, I love it. Thank you.


To add a language go to the skills tab
Click the Add Skill button in the Knowledge Skills section.
Type in the language name, and change the drop down from Academic to Language.

The Operating System can be changed on a commlink, but right now the only software that can be attached to it is the Matrix Specific Software.
Being able to attach Tacsoft, Sensor Software, and Skillsofts to a commlink would be nice.
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