My Assistant
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Sep 2 2011, 08:30 PM
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#1901
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Target ![]() Group: Members Posts: 21 Joined: 27-August 11 Member No.: 36,777 |
It's due to system font size. Maybe it's almost corrected with last version, I don't have the problem currently but there is still some little display problems.
You can set system font size to 100% to avoid this problem. |
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Sep 3 2011, 01:44 AM
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#1902
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Target ![]() Group: Members Posts: 46 Joined: 21-August 11 From: The Deep Sprawl Member No.: 36,450 |
check the display settings and see what the text size is set to. It's due to system font size. Maybe it's almost corrected with last version, I don't have the problem currently but there is still some little display problems. You can set system font size to 100% to avoid this problem. thanks for both of your help. it works now. He says the font is a little small, but is readable much better than cut off buttons and stuff. i love the way this forum responds to question relatively fast and with helpful information. Thanks |
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Sep 3 2011, 04:53 AM
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#1903
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Moving Target ![]() ![]() Group: Members Posts: 268 Joined: 2-September 11 Member No.: 37,159 |
2) This is a House Rule, but if it would be possible to accommodate, I would appreciate... We add cyberware and racial bonuses after we purchase attribute points. So, for instance when you start a Human, you get a bonus +1 to Edge. According to RAW, if you want to buy one more point of Edge, you have to pay 15karma (going from 2->3). The way we play it, you would only pay 10karma (as if going from 1->2). This means it is the same difficulty for a Troll to put 6 points into STR and for a Human to do so, then Troll gets his +4 after (plus 'ware and stuff). I'm not sure if I'm explaining this well, but I think it is a pretty common house rule. Yea, basically what he's saying is this option would make the attribute Karma cost based on how far above average you are for your metatype instead of being based solely on the value of the score itself. So raising an attribute by one point costs the same regardless of the metatype or attribute in question. We have always used "Metatypes cost Karma equal to twice their BP" I agree. It doesn't really make sense that using KarmaGen should reduce (or eliminate) the metatype cost. The cost of the metatype is to offset the higher attribute maximums and free powers you get from the metatype. A house rule option here makes sense. (Those of you who enjoy your cheap/free metatypes can ignore it (IMG:style_emoticons/default/biggrin.gif) ) And while we're making requests for optional house rules to add after your translation...here's another: Option: Set an attributes natural maximum to the RAW augmented maximum and remove the augmented maximum Reasons behind the change: First off, an "average" of 3 and a natural maximum of 6 really offers very little room for character growth. Secondly, there are augmentation limits already in the available augmentations so an arbitrary cap seems silly. True, this may not be to everyone's taste but that's why it's optional (IMG:style_emoticons/default/wink.gif) |
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Sep 3 2011, 04:57 AM
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#1904
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Moving Target ![]() ![]() Group: Members Posts: 268 Joined: 2-September 11 Member No.: 37,159 |
Oh - and I wanted to say this app is awesome (IMG:style_emoticons/default/smile.gif)
Beats the spreadsheets I've tried to make hands-down (they get soooo slow after a point (IMG:style_emoticons/default/nyahnyah.gif) ) Now lets talk about why you included Cyberzombies but not Cyborgs. Have they just not made it into the development queue yet (like Drakes I presume) or did you also find the rules for them to be a bit... vague? |
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Sep 3 2011, 05:17 AM
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#1905
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Oh - and I wanted to say this app is awesome (IMG:style_emoticons/default/smile.gif) Beats the spreadsheets I've tried to make hands-down (they get soooo slow after a point (IMG:style_emoticons/default/nyahnyah.gif) ) Now lets talk about why you included Cyberzombies but not Cyborgs. Have they just not made it into the development queue yet (like Drakes I presume) or did you also find the rules for them to be a bit... vague? Unfortunately the list of things to do is very long. I'm sure the changes needed to allow for multiple languages is going to be time consuming. I've worked on projects that allowed for multiple languages and it's a lot of work. |
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Sep 3 2011, 05:30 AM
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#1906
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Moving Target ![]() ![]() Group: Members Posts: 268 Joined: 2-September 11 Member No.: 37,159 |
Unfortunately the list of things to do is very long. I'm sure the changes needed to allow for multiple languages is going to be time consuming. I've worked on projects that allowed for multiple languages and it's a lot of work. True - we should volunteer to help (IMG:style_emoticons/default/cyber.gif) |
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Sep 3 2011, 09:49 PM
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#1907
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
Unfortunately the list of things to do is very long. I'm sure the changes needed to allow for multiple languages is going to be time consuming. I've worked on projects that allowed for multiple languages and it's a lot of work. Multi-languages, yup. I remember my belgium job, when I was maintening a 35 years old insurance mainframe application with databases in english/french/dutch... "- I don't understand, when I click on Space+LeftShift+F11+ type "I rulez" + click six times with the mouse and turn around my desk, there is a bug. - Use french or dutch. - Oh... Thank you !" Or... "- wtf I don't understand, I told him SAVE, ****ing computer ! SAVE YOU UNDERSTAND ? - 'Charger' mean 'to load' in french. - Oh... - ...haha - Thanks anyway." Or... "- Great times gentlemen, we finally made our 1 month project into production tomorow. Everything is fine and all our boss are happy... - Did I... Oh nevermind. - What ? - Well, I just remember, I didn't made the tests in dutch or english. But that should be fine. Compiling is testing anyway. - ARE YOU ****ING KIDDING ME ?" (with experience, in these kind of situation now I just don't tell and ninja-correct (IMG:style_emoticons/default/nyahnyah.gif) ) Or... "- Hello ? I've got an idea : can you just add a button that just could translate the adress I just typed... - *click* Aaaaaaah... Coffee break. - Hello ? Hello ? - (a collegue) who called ? - Somebody who though we were google translation (IMG:style_emoticons/default/smile.gif) " ... Hopefully the structure of this program is easier that the fat dinosaurs I worked on (IMG:style_emoticons/default/smile.gif) |
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Sep 5 2011, 06:53 PM
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#1908
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Target ![]() Group: Members Posts: 29 Joined: 17-May 02 Member No.: 2,750 |
I just found out that there is no way (exept by notes & manual karma expenses) to track magical groups.
It would be great if it was added in the initiation & metamagic tab: - Ability to join a group (cost 5 karma points, SM p69) - Ability to break a bond with a group (1 karma point, SM p65) - Some fields to keep track of the informations of the group (Name, members, strictures, ressources, Dues, Patron). Do you think you could add it? (IMG:style_emoticons/default/love.gif) |
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Sep 6 2011, 01:49 AM
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#1909
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I just found out that there is no way (exept by notes & manual karma expenses) to track magical groups. It would be great if it was added in the initiation & metamagic tab: - Ability to join a group (cost 5 karma points, SM p69) - Ability to break a bond with a group (1 karma point, SM p65) - Some fields to keep track of the informations of the group (Name, members, strictures, ressources, Dues, Patron). Do you think you could add it? (IMG:style_emoticons/default/love.gif) Yup. I'll add this to the list o' stuff. The extra information will likely just be one big text area so you can enter whatever relevant information you need and have available. |
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Sep 6 2011, 01:53 AM
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#1910
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
True - we should volunteer to help (IMG:style_emoticons/default/cyber.gif) It's almost done, though now that I think about it, there's no way to actually select a language. Grr. Need to go back and add this. At the moment, there are 1,034 individual strings. They are stored in a language-specific XML file. If a specific string isn't found in the selected language file, the app falls back to the English version so that you don't end up with a blank spot. |
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Sep 6 2011, 04:49 PM
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#1911
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
It's almost done, though now that I think about it, there's no way to actually select a language. Grr. Need to go back and add this. At the moment, there are 1,034 individual strings. They are stored in a language-specific XML file. If a specific string isn't found in the selected language file, the app falls back to the English version so that you don't end up with a blank spot. If I understood, you just permited the translation of Chummer to other languages. Before announcing the good news to the french guys, I have two questions : a - 1034 strings refers to only the GUI or you did start to permit powers&cyberware&items&co strings aswell ? b - Will you want the french translated files once they are done so these files would be an "official" part of Chummer ? (not as "addon") Or you want to let these to us so we can fix them and make them grow (they will grow, for exemple for stuff in books which have not been yet translated). So for this solution these files could be linked via your wiki. (or maybe on the french ShadowWiki, I'll have to ask) b is maybe the can of worms you didn't want to open but... Just for you to know, I think all of french us that know Chummer are so impatient... Quite like little boys at Xmas night (IMG:style_emoticons/default/smile.gif) edit - maybe you would want to have a directory per language so the files don't mess with the core xml directory |
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Sep 6 2011, 06:06 PM
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#1912
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Target ![]() Group: Members Posts: 46 Joined: 21-August 11 From: The Deep Sprawl Member No.: 36,450 |
According to SR4A 318, the Ares Alpha comes with an under barrel grenade launcher, yet when i attach the grenade launcher to the Alpha it takes up 3 slots of capacity. Is that intentional or am i doing something wrong. I am using the Areas Alpha Grenade Launcher that appears directly under the Ares Alpha.
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Sep 6 2011, 06:44 PM
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#1913
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
I think you are not supposed to attach it as an underbarrel weapon (plug in) but just buy it as a weapon for 0¥ after you bought the Ares Alpha.
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Sep 7 2011, 01:52 AM
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#1914
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
I have on this character added
Cyberware: Commlink Control Rig * Should this be a "Plug-in" to the Commlink implant? Sim Module (Hot-Sim) Datajack and also a Custom Commlink with (among other things) Response 6 in the Gear section and the Intuition Stat is 6 On the Other Info tab, it shows: Matrix Initiative: 7 Matrix Initiative Passes: 1 I believe that it should be: Matrix Initiative: 13 Matrix Initiative Passes: 3 Are there any other ways to improve Matrix Initiative and/or IP? |
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Sep 7 2011, 08:12 AM
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#1915
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
Control Rig * Should this be a "Plug-in" to the Commlink implant? No Sim Module (Hot-Sim) You don't need that, you allready have a control rig. This one can be a plug-in to the implanted commlink. and also a Custom Commlink with (among other things) Response 6 in the Gear section So it's availibility 16.On the Other Info tab, it shows: Matrix Initiative: 7 Matrix Initiative Passes: 1 I believe that it should be: Matrix Initiative: 13 Matrix Initiative Passes: 3 I had the same problem on one of my characters when he created a rigger. Don't trust Chummer there. |
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Sep 7 2011, 11:07 AM
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#1916
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
You don't need that, you allready have a control rig. This one can be a plug-in to the implanted commlink. Where does it say that you don't need a sim module, if you have a control rig?A control rig only improves certain types of simsense. It does not give you the ability to experience simsense. You may confuse it with the simrig. This device is for recording simsense. So unless you want to write BTLs of your runs, you won't need it. |
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Sep 7 2011, 04:22 PM
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#1917
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
If I understood, you just permited the translation of Chummer to other languages. Before announcing the good news to the french guys, I have two questions : a - 1034 strings refers to only the GUI or you did start to permit powers&cyberware&items&co strings aswell ? b - Will you want the french translated files once they are done so these files would be an "official" part of Chummer ? (not as "addon") Or you want to let these to us so we can fix them and make them grow (they will grow, for exemple for stuff in books which have not been yet translated). So for this solution these files could be linked via your wiki. (or maybe on the french ShadowWiki, I'll have to ask) b is maybe the can of worms you didn't want to open but... Just for you to know, I think all of french us that know Chummer are so impatient... Quite like little boys at Xmas night (IMG:style_emoticons/default/smile.gif) edit - maybe you would want to have a directory per language so the files don't mess with the core xml directory The translations are for the UI only. Each language is its own XML file (default is en-us.xml) and placed in the \lang directory. The Options window audits all of the XML files in there and lists the ones it can clearly identify as languages. After the massive amount of work this has been, I'm not really motivated to do anything in terms of data translation right now. (to be blunt, this was a real pain in the ass and consumed some 25+ hours of time) Other fixes are taking priority over any other translation stuff. |
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Sep 7 2011, 04:35 PM
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#1918
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I have on this character added Cyberware: Commlink Control Rig * Should this be a "Plug-in" to the Commlink implant? Sim Module (Hot-Sim) Datajack and also a Custom Commlink with (among other things) Response 6 in the Gear section and the Intuition Stat is 6 On the Other Info tab, it shows: Matrix Initiative: 7 Matrix Initiative Passes: 1 I believe that it should be: Matrix Initiative: 13 Matrix Initiative Passes: 3 Are there any other ways to improve Matrix Initiative and/or IP? This is a problem with how Chummer is trying to figure things out. 1) The Matrix Initiative value is messed up because it doesn't seem to be considering a Custom Commlink's Response. 2) The Matrix Initiative Passes value is messed up because it is only looking for Sim Modules as Commlink Plugins and not in Cyberware. These will be corrected in either the next update (which is really just for adding UI translation support) or the one after. |
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Sep 7 2011, 05:14 PM
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#1919
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Target ![]() Group: Members Posts: 46 Joined: 21-August 11 From: The Deep Sprawl Member No.: 36,450 |
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Sep 7 2011, 05:49 PM
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#1920
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
The translations are for the UI only. Each language is its own XML file (default is en-us.xml) and placed in the \lang directory. The Options window audits all of the XML files in there and lists the ones it can clearly identify as languages. After the massive amount of work this has been, I'm not really motivated to do anything in terms of data translation right now. (to be blunt, this was a real pain in the ass and consumed some 25+ hours of time) Other fixes are taking priority over any other translation stuff. I've done this same thing before and I know what a pain in the butt it can be. Even though I'm not going to use the translation, I want to let you know, we really appreciate the effort. This will go a long ways to helping a lot more people use it and help find problems. Maybe temporarily one of the French guys can write an XSLT file that will take the XML data files and sub in the French translation, then they can share among each other translated data files, and put it back after any updates you put out? Will be a pain in the butt, but it should work. Maybe I can look into and XSLT or other string substitution method to help those guys out. I'm a little busy at work right now, but I'll let you know. |
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Sep 7 2011, 06:25 PM
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#1921
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The problem is that Chummer relies on some of the English strings in the data files - usually just Category, but it does look for a fragment in an item Name. For example, Cyberware Grades are explicitly tied to the English strings, some Gear information is determined based on its English Category and so on, so while simply translating things would work, it would also break stuff in the background and cause some numbers to not add up correctly. (IMG:style_emoticons/default/nyahnyah.gif)
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Sep 7 2011, 07:06 PM
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#1922
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
The problem is that Chummer relies on some of the English strings in the data files - usually just Category, but it does look for a fragment in an item Name. For example, Cyberware Grades are explicitly tied to the English strings, some Gear information is determined based on its English Category and so on, so while simply translating things would work, it would also break stuff in the background and cause some numbers to not add up correctly. (IMG:style_emoticons/default/nyahnyah.gif) I see, ok, well... I'll think on it, but I think you are correct then. |
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Sep 7 2011, 07:21 PM
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#1923
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Should mention: You can create other XSL character sheets and put whatever language you want in there since they're just output and don't care about that stuff. (IMG:style_emoticons/default/smile.gif) So you can create a French version of the SR4 sheet for example.
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Sep 7 2011, 07:28 PM
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#1924
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
The problem is that Chummer relies on some of the English strings in the data files - usually just Category, but it does look for a fragment in an item Name. For example, Cyberware Grades are explicitly tied to the English strings, some Gear information is determined based on its English Category and so on, so while simply translating things would work, it would also break stuff in the background and cause some numbers to not add up correctly. (IMG:style_emoticons/default/nyahnyah.gif) I don't know how you programmed it but I do know the golden rules of translation programming : read, write, affich are three different use of a variable. Here's how I'd do : 1 - (no change) - When Chummer have to write in files, it does using the english words. 2 - (if not stored in RAM, no change) - When Chummer have to read, it reads using english datafiles. 3 - (changes are here) - When Chummer have to affich, it convert from english to the translation setting (get the english word as usual, cross-read in some new translation files we have to make, affich what's been read there or the english name if not found). You will spot the #3 change each time you call the UI's display boxes. There may be loads of work in listboxes but I'm not sure if i rememebr well C++ windows API (from 10 years ago, sorry (IMG:style_emoticons/default/nyahnyah.gif) ). That way : - .chum are still in english when you read it whatever the language is - .xml (datafiles) also - what's created by the english can be read by the french/german and vice versa - what's been created by the french can be read by the german and vice-versa - you can update english datafile details without changing that much translations, provided you don't change the names. You also should ask yourself what are the details that are region-specific. What I see for now is names, category, books and pages. You also must be aware that makes Chummer use more I/O operations (or 2 per item if you stored translation in RAM at reading) at affiching but if we have this in our language, I think we'll not care (IMG:style_emoticons/default/smile.gif) What you can do also is : - when you read from english files, ==> IF the language selection is not english, find the translation in appropriate translating files ====> IF FOUNDED then store these values in Translated[name of the usual value] ====> ELSE store english in Translated[name of the usual value]. ==> ELSE store english in Translated[name of the usual value]. With what I said about step 3, affiching, each time you call the UI you change the name of the variable to drop in the UI by Translated[name of the usual value]. If you want to accelerate translating readings, you can generate a translation index (for example you add a quality under each name in your datafiles, like this : <name>EDG</name><quality>attribute abreviation</quality><translateIndex>42</translateIndex><page>96</page><book>SR4</book><cost>1000</cost><avail>12F</avail> In the french version of the xml, you'll have <translateIndex>42</translateIndex><name>CHA</name><quality>abreviation d'attribut</quality><page>92</page><book>MdO</book> And no bonus, no cost, no avail etc. The english datafile provide this for the french translating file. The french translating only is to affich the names of those items. Now, for Edge, the exemple is stupid (MdO refers to the french version of Street Magic) but you get the idea... I want to let you know, we really appreciate the effort. Indeed ! BTW, I think there's load of guys willing to help in the french community. I know a few .net magician so maybe they could help you too. |
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Sep 7 2011, 08:09 PM
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#1925
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
Sorry to double post but I think now I stopped to edit the above post in case you read it too fast.
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Lo-Fi Version | Time is now: 13th April 2022 - 03:39 PM |
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