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> Chummer Character Generator
StevenAngier
post Jul 18 2011, 11:09 PM
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*cough* Neb. I can't believe how amazingly fast Chummer grew since it got my attention.
And I know I can be a pain in the ar*e yet I'd like to know how you gonna handle the issue with Magie and Essence loss...


However you decide - keep up the good work. Chummer is EXACTLY what Shadowrun needs regarding player friendly chargen (IMG:style_emoticons/default/smile.gif)
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McDougle
post Jul 18 2011, 11:49 PM
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Iīll sign that. (IMG:style_emoticons/default/smile.gif)
And thanks for those colors you granted our contacts, that will come in handy! (IMG:style_emoticons/default/smile.gif)

Even though I donīt want to bug, Iīd still like the Chummer to use those empty spaces for more note-fields.
I understand that those fields could raise the size of chummer-documents(if used on a lot of items), but you didnīt even comment on the (in-)possibility of that request(furthermore it didnīt make it on any to-do-lists). To add to this I donīt think that feature will get so "misused" that this could really pose an issue.
Could you at least make a short comment why that request(if it was, as i have come to believe) was rejected?
p.s.: I also understand, that this could stir up alot of work, but it would still be nice to see it at some point in the future(like Inherent Programs for KI are written on the to-do for a several updates now).

p.p.s.: Only one updated to go and I witnessed 50 Chummerupdates! (IMG:style_emoticons/default/eek.gif)
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Nebular
post Jul 19 2011, 12:15 AM
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QUOTE (McDougle @ Jul 18 2011, 06:49 PM) *
Iīll sign that. (IMG:style_emoticons/default/smile.gif)
And thanks for those colors you granted our contacts, that will come in handy! (IMG:style_emoticons/default/smile.gif)

Even though I donīt want to bug, Iīd still like the Chummer to use those empty spaces for more note-fields.
I understand that those fields could raise the size of chummer-documents(if used on a lot of items), but you didnīt even comment on the (in-)possibility of that request(furthermore it didnīt make it on any to-do-lists). To add to this I donīt think that feature will get so "misused" that this could really pose an issue.
Could you at least make a short comment why that request(if it was, as i have come to believe) was rejected?
p.s.: I also understand, that this could stir up alot of work, but it would still be nice to see it at some point in the future(like Inherent Programs for KI are written on the to-do for a several updates now).

p.p.s.: Only one updated to go and I witnessed 50 Chummerupdates! (IMG:style_emoticons/default/eek.gif)

Which empty spaces are you referring to?
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Nebular
post Jul 19 2011, 12:18 AM
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QUOTE (StevenAngier @ Jul 18 2011, 06:09 PM) *
*cough* Neb. I can't believe how amazingly fast Chummer grew since it got my attention.
And I know I can be a pain in the ar*e yet I'd like to know how you gonna handle the issue with Magie and Essence loss...


However you decide - keep up the good work. Chummer is EXACTLY what Shadowrun needs regarding player friendly chargen (IMG:style_emoticons/default/smile.gif)

Sorry, I honestly forgot all about this with the flurry of activity going on here. (IMG:style_emoticons/default/nyahnyah.gif) Looks like it should reduce the Attribute score instead of affecting the maximum based on what's been said in that thread. This is going to be a fair amount of work to get this working in that manner. So, uh, it's done when it's done. (IMG:style_emoticons/default/biggrin.gif) (but it is high up on the priority list since this is a core rule)
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whatevs
post Jul 19 2011, 12:31 AM
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Hey Nebular. I see you've kept up the awesomeness.

5 Quick Things:

1 - How about some CRTL-C support? Minor thing.
2 - I thought I saw a line for 'ID Management' in your log not too long ago, but havn't seen it implemented? Managing Licences and SINs can get messy.
3 - When I add a focus, bond it, then delete it, the boding cost of 3bp stays on my character. I can rinse and repeat this, so the Build Point Summary will show more and more bp.
4 - Also noticed the 'concealable holster' weapon accessory isn't reducing the concealability of my weapon when added and 'installed' is clicked.
5 - In adept powers, when I add 'increased attribute', then select the attribute, then remove it, and then try to add again, it automatically choses the last attribute I selected.
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McDougle
post Jul 19 2011, 12:58 AM
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In chummers current build(and all before that I know of ^^) there are empty spaces in chummers default size(and even bigger ones when it is resized to fullscreen(regarding to the users resolution).


Vehicles with a lot of armor wouldnīt have much space left for a note-field, but that little field would still be scrollable if build like the other ones, right?
[img]http://www.xup.in/dl,15822053/Chummer_fields1.jpg/[/img]

When it comes to gear though weīve got a lot of space to work with:
[img]http://www.xup.in/dl,21207527/Chummer_fields2.jpg[/img]

p.s.:
It would also be great to be able to specify something for plain cloth and set a charge(optional).
Example= choose "Clothing"->Do you want to specify? Y/N->Y="Yellow Shirt with a bunny pattern"->Payment:20-100.000Ĩ[20th p.327](let the user choose)->appears in chummer= Clothing(Yellow Shirt with a bunny pattern)
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SpellBinder
post Jul 19 2011, 01:13 AM
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Yeah, kinda why I suggested having the Mentor Spirit details in the Spells & Spirits tab since there seems to be plenty of space on my screen (even accounting for the space taken by spirits).

Added: Regarding clothing, adding a <selecttext /> to the item in the XML file would probably be good (been thinking of adding a custom Clothing entry to do this for myself); money IIRC can be deducted directly from your nuyen and noted for being "X" clothing. You could type in the details you want for each particular item. I had suggested this for the Geas quality a while back, mostly so it would be easier for all to catch at a glance what the geas was for the magician; a free form text box for the adept powers might be better than a check box, but I don't know if the rows could be rearranged to make one fit.
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Wizard_Thoarin
post Jul 19 2011, 02:04 AM
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QUOTE (McDougle @ Jul 18 2011, 05:58 PM) *
In chummers current build(and all before that I know of ^^) there are empty spaces in chummers default size(and even bigger ones when it is resized to fullscreen(regarding to the users resolution).


Vehicles with a lot of armor wouldnīt have much space left for a note-field, but that little field would still be scrollable if build like the other ones, right?
[img]http://www.xup.in/dl,15822053/Chummer_fields1.jpg/[/img]

When it comes to gear though weīve got a lot of space to work with:
[img]http://www.xup.in/dl,21207527/Chummer_fields2.jpg[/img]

p.s.:
It would also be great to be able to specify something for plain cloth and set a charge(optional).
Example= choose "Clothing"->Do you want to specify? Y/N->Y="Yellow Shirt with a bunny pattern"->Payment:20-100.000Ĩ[20th p.327](let the user choose)->appears in chummer= Clothing(Yellow Shirt with a bunny pattern)


I think there may be some concerns for Copyright Infringement if too much information (description) is added into Chummer. With page references to the information already in the program, you at least have to own the book to get more info on the item/spell/critter.

Now, adding in a custom_notes.xml file that could be parsed so you could type in your own notes and tag it to a particular item/spell/critter/whatever would be ok in my opinion because you've at least proven you have access to the source material and can type in your own notes. I don't think these should be passed around much if at all... I guess passing it around to your gaming group might be ok as long as it doesn't go beyond that (if that's possible these days).

something like

<note>

<spell>

<name>Improved Invisibility</name>
<note>Physically bends light around the target giving the person or item affected by the spell the Predator Invisibility shimmer effect.</note>

</spell>

</note>
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Nebular
post Jul 19 2011, 02:25 AM
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QUOTE (whatevs @ Jul 18 2011, 07:31 PM) *
Hey Nebular. I see you've kept up the awesomeness.

5 Quick Things:

1 - How about some CRTL-C support? Minor thing.
2 - I thought I saw a line for 'ID Management' in your log not too long ago, but havn't seen it implemented? Managing Licences and SINs can get messy.
3 - When I add a focus, bond it, then delete it, the boding cost of 3bp stays on my character. I can rinse and repeat this, so the Build Point Summary will show more and more bp.
4 - Also noticed the 'concealable holster' weapon accessory isn't reducing the concealability of my weapon when added and 'installed' is clicked.
5 - In adept powers, when I add 'increased attribute', then select the attribute, then remove it, and then try to add again, it automatically choses the last attribute I selected.

There's nothing in the notes about ID Management. Not sure where you might have seen that. (IMG:style_emoticons/default/smile.gif) Fake SIN and Licenses will likely remain the way they are. Fake SIN needs a name of who you're pretending to be, and there are so many things that a License can be acquired for that the simplest way to manage all of the possibilities is to just give a space to type in a value (since you can also get a License for something you don't own).

From what I'm seeing, Concealable Holster is working (mostly) properly. Add a Machine Pistol to a character, it's Conceal is 0. Add a Concealable Holster to it, select the gun again, and it's Conceal is now -1. It does, however, appear to always believe the Holster is being used and completely ignores the Installed checkbox. This will be fixed in the next update.

#5 should have been fixed in Build 153 which addressed this issue. Which version were you using when you tried this? I can't seem to reproduce the problem now.

I'll add the rest of the stuff to the list. Ctrl+C is probably going to be quite a ways off and would only work for the trees with selectable items.
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Nebular
post Jul 19 2011, 02:30 AM
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QUOTE (McDougle @ Jul 18 2011, 07:58 PM) *
In chummers current build(and all before that I know of ^^) there are empty spaces in chummers default size(and even bigger ones when it is resized to fullscreen(regarding to the users resolution).


Vehicles with a lot of armor wouldnīt have much space left for a note-field, but that little field would still be scrollable if build like the other ones, right?
[img]http://www.xup.in/dl,15822053/Chummer_fields1.jpg/[/img]

When it comes to gear though weīve got a lot of space to work with:
[img]http://www.xup.in/dl,21207527/Chummer_fields2.jpg[/img]

p.s.:
It would also be great to be able to specify something for plain cloth and set a charge(optional).
Example= choose "Clothing"->Do you want to specify? Y/N->Y="Yellow Shirt with a bunny pattern"->Payment:20-100.000Ĩ[20th p.327](let the user choose)->appears in chummer= Clothing(Yellow Shirt with a bunny pattern)

There is no room on the Vehicles tab. Just because you don't see the other 3 rows of Vehicle Condition Monitor controls doesn't mean they're not there. (IMG:style_emoticons/default/wink.gif) I also need to consider that people are using Chummer on a netbook and laptops with lower resolutions, so I can't consume a lot of vertical space. Everything is designed to collapse to fit in those smaller displays. I'll take a look at adding a Notes/Clothing description section to the Armor section. Not sure if it will happen. Either way, that's a very low priority for me right now.

As I've mentioned in the past (and touching on the point Wizard_Thoarin brought up), I will not be providing support for item descriptions/detailed notes/etc. either in the core data files or through custom data files. This opens up the chance for people to exploit the functionality and provide the detailed content from the books. My intent is to supplement them, not provide people with a way of subverting them altogether. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 19 2011, 02:35 AM
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QUOTE (SpellBinder @ Jul 18 2011, 04:25 PM) *
Do you have a ton of armor on that character? Each piece of armor has a checkbox marked "Equipped", and it's checked by default.

Dang, way late.

Bwahaha. I beat you to that one this time. (IMG:style_emoticons/default/wink.gif) On the subject - I believe this is a clear indication that I should look at adding tooltips to the Augmented Attribute fields that shows why the Augmented value is what it is. Would also greatly help anyone decked out in a bunch of 'Ware to figure out where all of those modifiers are coming from. I'm hoping it's a simple task. I was planning on doing that next, but, well that whole MAG/RES modifiers from ESS Loss thing kind of came to the forefront. (IMG:style_emoticons/default/smile.gif)
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SpellBinder
post Jul 19 2011, 02:51 AM
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Certainly not a bad idea. Would be nice to be able to see at a glance why deductions are being applied and where they're coming from. Also had a thought about the armor page, but I'm not so sure how it would be implemented for Chummer (in short, grouping armor into "suits").

Added: Well, did think of something for the House Rules section and armor as I'm sure there are gaming groups out there that use BOD + STR for armor encumbrance as opposed to BOD Ũ 2.
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suoq
post Jul 19 2011, 03:18 AM
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General Products COP (Police Vehicle). Should come with an Off-Road suspension (STOCK), Not sure if I should be adding one on. Noticed there isn't a "Free" button to do that, at least during char gen.
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Wizard_Thoarin
post Jul 19 2011, 03:46 AM
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QUOTE (Nebular @ Jul 18 2011, 06:25 PM) *
Fake SIN and Licenses will likely remain the way they are. Fake SIN needs a name of who you're pretending to be, and there are so many things that a License can be acquired for that the simplest way to manage all of the possibilities is to just give a space to type in a value (since you can also get a License for something you don't own).


Fake SIN's work fine for me, but it might be nice on the Fake Licenses to have two values you can put in... One spot for the type of Fake License, Drivers, Gun, Liquor, Pimp (IMG:style_emoticons/default/wink.gif) whatever (this could even be a drop down box for type of license... Then you could have another spot to type in the name (or fake name) of the person the license is for. Just seems to me Licenses could actually use two attached values (type and person). But I can also work with it as is.

Heck... with two values you cold even use it to impersonate an official... Detectives Badge, Beat Cop Badge, Health Inspector, Arson Investigator, etc and attach a fake Identity as well to the credentials.
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ShadowWalker
post Jul 19 2011, 03:52 AM
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One thing you can do to add notes anyplace you want is to put an image of a sticky note, just like the link for Contacts, sprites, etc, and have it popup a window that people can enter whatever they want in.
Don't need to necessarily display it on the screen directly.
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Nebular
post Jul 19 2011, 03:53 AM
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QUOTE (suoq @ Jul 18 2011, 10:18 PM) *
General Products COP (Police Vehicle). Should come with an Off-Road suspension (STOCK), Not sure if I should be adding one on. Noticed there isn't a "Free" button to do that, at least during char gen.

Vehicles file has been updated to add it.
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Wizard_Thoarin
post Jul 19 2011, 03:54 AM
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QUOTE (suoq @ Jul 18 2011, 07:18 PM) *
General Products COP (Police Vehicle). Should come with an Off-Road suspension (STOCK), Not sure if I should be adding one on. Noticed there isn't a "Free" button to do that, at least during char gen.


If your building an NPC just up the build points to cover its cost, you can also turn off the rules enforcement for NPC's anyway. If its for a player character, I guess your stuck buying it unless your GM wants to give you a police vehicle for your use even when your off duty. Not sure I noticed any pre-built Police vehicles, though I could be wrong.

edit: never mind I guess Nebular hooked you up.
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Nebular
post Jul 19 2011, 03:55 AM
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QUOTE (ShadowWalker @ Jul 18 2011, 10:52 PM) *
One thing you can do to add notes anyplace you want is to put an image of a sticky note, just like the link for Contacts, sprites, etc, and have it popup a window that people can enter whatever they want in.
Don't need to necessarily display it on the screen directly.

This is probably what I'll end up doing. Add Notes support to almost everything, then people can attach notes to whatever they like. (IMG:style_emoticons/default/smile.gif)
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ShadowWalker
post Jul 19 2011, 03:55 AM
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QUOTE (Wizard_Thoarin @ Jul 18 2011, 10:46 PM) *
Fake SIN's work fine for me, but it might be nice on the Fake Licenses to have two values you can put in... One spot for the type of Fake License, Drivers, Gun, Liquor, Pimp (IMG:style_emoticons/default/wink.gif) whatever (this could even be a drop down box for type of license... Then you could have another spot to type in the name (or fake name) of the person the license is for. Just seems to me Licenses could actually use two attached values (type and person). But I can also work with it as is.

Heck... with two values you cold even use it to impersonate an official... Detectives Badge, Beat Cop Badge, Health Inspector, Arson Investigator, etc and attach a fake Identity as well to the credentials.

The fake License should definitely have some way of showing what kind of license it is, and you could attach/link the fake license to a fake sin to show who it belongs to. (IMG:style_emoticons/default/smile.gif)
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SpellBinder
post Jul 19 2011, 04:11 AM
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The current setup as is for Chummer and Fake Licenses works just fine for me. Just create the Fake License as an Accessory or Plugin to a Fake SIN, and type into the box what the license is for (since there's potentially too many to have a comprehensive list for). Your association is complete.
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ShadowWalker
post Jul 19 2011, 04:13 AM
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QUOTE (SpellBinder @ Jul 18 2011, 11:11 PM) *
The current setup as is for Chummer and Fake Licenses works just fine for me. Just create the Fake License as an Accessory or Plugin to a Fake SIN, and type into the box what the license is for (since there's potentially too many to have a comprehensive list for). Your association is complete.

If that's the way it works then woot, because that's the way I would expect it to work and is the best way for it to work.
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SpellBinder
post Jul 19 2011, 04:29 AM
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And thus it has worked for as long as I've been using Chummer (since version 0.0.0.80-something).

Oh, BTW, for those who might have seen this thread on Gerzel's expanded Day Job quality, I got his permission to include it in my public batch of custom files for Chummer (credited to him in the files, of course).
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cbass187
post Jul 19 2011, 04:35 AM
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Hey Again Love this Program and Love Omae I posted about 9 I think Characters already but what I am wondering is their anyway that the Character Picture will transfer also? I dont know if it already does or not or can.
But it would be super cool.

Oh and Im Cheeze-IT on Omae
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McDougle
post Jul 19 2011, 11:33 AM
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QUOTE (Nebular @ Jul 19 2011, 04:30 AM) *
As I've mentioned in the past (and touching on the point Wizard_Thoarin brought up), I will not be providing support for item descriptions/detailed notes/etc. either in the core data files or through custom data files. This opens up the chance for people to exploit the functionality and provide the detailed content from the books. My intent is to supplement them, not provide people with a way of subverting them altogether. (IMG:style_emoticons/default/smile.gif)


That was never my intention. I own every book I use and didnīt even think about sharing rule-information with chummer-characters on the net.

@Notes to nearly everything: YAY! (IMG:style_emoticons/default/grinbig.gif)
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Nebular
post Jul 19 2011, 01:15 PM
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QUOTE (cbass187 @ Jul 18 2011, 11:35 PM) *
Hey Again Love this Program and Love Omae I posted about 9 I think Characters already but what I am wondering is their anyway that the Character Picture will transfer also? I dont know if it already does or not or can.
But it would be super cool.

Oh and Im Cheeze-IT on Omae

The picture does get transfered as part of the character because it's embedded in the save file, so anyone who downloads it will see it. (IMG:style_emoticons/default/smile.gif)
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