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Nebular
post Sep 12 2011, 04:11 PM
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QUOTE (Jazz @ Sep 12 2011, 10:19 AM) *
* for the tootips of "Equipped" (armors - checkbox's name is Checkbox_Equipped) and "Installed" (weapons mod and accesories, checkbox's name is ...Checkbox_Installed), the two tooltips comes from hardcoded messages in english.

(Nebular, please don't hesitate to tell if you want me to stop spam, I don't know if you'll correct all of these or if I bother you, or if each time you finish something I've got a new thing... Things should calm down a bit very soon, I think.)

btw, somebody with a computer at a low resolution (said as 1366x768) reported too long tooltips that made unfinished sentences at the end of the tooltip's bubble. I fixed that by \n some tooltips in the middle of the sentence.

That was :
Tip_OtherBallisticArmor
Tip_OtherImpactArmor

Pointing this stuff out is very helpful. It's hard to figure out what isn't being translated properly when all I have is the English content and just general stuff with them that I don't catch, so pointing and laughing at my mistakes is helpful. (IMG:style_emoticons/default/smile.gif) (though having a proper non-English file will certainly help now as well) The missing tooltips will be in the next update.
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Nebular
post Sep 12 2011, 04:18 PM
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QUOTE (Thorguild @ Sep 12 2011, 10:23 AM) *
First-time poster here.

Chummer is awesome! I'm impressed by the ease and polish of this great app, and it's made a huge difference in my new SR game. Thanks so much for making it available for us.

We use Maptools for our game. I'd like to request a feature to use Chummer to create a Maptools icon compatible with Veggiesama's SR 4 framework. It would help us out a lot.

Thanks again for the great application,

Thorguild

Neat idea. I'll have to look into this as I've never used MapTools before. Hopefully it's not too hard to create the character for it.
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Jazz
post Sep 12 2011, 04:50 PM
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QUOTE (Nebular @ Sep 12 2011, 05:11 PM) *
Pointing this stuff out is very helpful. It's hard to figure out what isn't being translated properly when all I have is the English content and just general stuff with them that I don't catch, so pointing and laughing at my mistakes is helpful. (IMG:style_emoticons/default/smile.gif) (though having a proper non-English file will certainly help now as well) The missing tooltips will be in the next update.

There's files, a french one to check spacings and maybe a more usefull and mysterious x language, made to spot very quickly where things are hardcoded.

Check back post #2000 (I'm the 2000 man yay, I'm the 2000 man yay (IMG:style_emoticons/default/biggrin.gif) ).

I worked around the spacings via dirty abreviations, the most critical was equipement button where the sub-button didn't apeared. If you say buttons are dynamic now maybe the texts of these would be more clear and clean.

2000 posts, Nebular, what a success (IMG:style_emoticons/default/smile.gif) (IMG:style_emoticons/default/smile.gif)
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EpicSpire
post Sep 12 2011, 08:12 PM
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QUOTE (Nebular @ Sep 12 2011, 07:59 AM) *
I forgot to move these out of the Mod section when I moved Helmets and Shields since they stack like them. They can be worn separately and do not need to be attached to a piece of armor, just like Helmets and Shields.


okay, but they can still be added as Mods because they take up slots, so shouldn't there be an option to add them as mods also?
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Nebular
post Sep 12 2011, 08:20 PM
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QUOTE (EpicSpire @ Sep 12 2011, 03:12 PM) *
okay, but they can still be added as Mods because they take up slots, so shouldn't there be an option to add them as mods also?

I'm not seeing where it's said that they're actual Armor Modifications. (AR 49 is where I'm looking to put things in context) It states that they modify your worn Armor value like Helmets, but it doesn't actually say they're Armor Mods. (Just like Helmets and Shields - they modify your overall Armor Ratings but do not actually plug in to a piece of Armor like Chemical Protection or Insulation do).
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deurk
post Sep 12 2011, 08:22 PM
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QUOTE (deurk @ Sep 12 2011, 02:16 PM) *
Could you please then consider adding it to the house rules options?
Maybe something labelled "Allow indirect INI enhancement through REA when INI enhancement is prohibited" or whatever you could state clearer?


Nebular?
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Nebular
post Sep 12 2011, 08:40 PM
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QUOTE (deurk @ Sep 12 2011, 03:22 PM) *
Nebular?

This is unfortunately written into the data file itself (meaning it affects everyone in the same way regardless of options - some items have a precidence that says they override everything else), so making this an option isn't possible.
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deurk
post Sep 12 2011, 09:03 PM
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QUOTE (Nebular @ Sep 12 2011, 08:40 PM) *
This is unfortunately written into the data file itself (meaning it affects everyone in the same way regardless of options - some items have a precidence that says they override everything else), so making this an option isn't possible.

So that means even ignoring creation rules won't help changing this behavior?
(IMG:style_emoticons/default/frown.gif)
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Nebular
post Sep 12 2011, 09:07 PM
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QUOTE (deurk @ Sep 12 2011, 04:03 PM) *
So that means even ignoring creation rules won't help changing this behavior?
(IMG:style_emoticons/default/frown.gif)

Unfortunately not, no, as these ignore the creation rules (amount of BP you can put into something) but not the game system rules. I would like some official clarification on the item as there are a number of inconsistencies with a number of items, though trying to get any sort of answer from the Catalyst people seems to be virtually impossible now.
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deurk
post Sep 12 2011, 09:16 PM
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Another one then, here is a screenshot of a STR calculus involving once again the gland.
On it you can see total is 3 but tooltip shows a total of 4.

https://picasaweb.google.com/10392706643884...584448062766434

Any idea why?
Thanks (IMG:style_emoticons/default/smile.gif)
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Nebular
post Sep 12 2011, 09:23 PM
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QUOTE (Nebular @ Sep 12 2011, 04:07 PM) *
Unfortunately not, no, as these ignore the creation rules (amount of BP you can put into something) but not the game system rules. I would like some official clarification on the item as there are a number of inconsistencies with a number of items, though trying to get any sort of answer from the Catalyst people seems to be virtually impossible now.

Hmm... Now that I'm actually home and looking at the data file, I'm wondering why I made Synaptic Booster a precedence 0 item (ignore all other values and use only that one), as opposed to a precedence 1 (ignore all other non-precedence 1 items and add all precedence 1 items together). It's more a matter of the player making sure the Bioware/Cyberware they select is doable. This would still override any bonuses a character would have from having an Adept Power. No idea why I did that now. I guess I will change that then. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Sep 12 2011, 09:28 PM
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QUOTE (deurk @ Sep 12 2011, 04:16 PM) *
Another one then, here is a screenshot of a STR calculus involving once again the gland.
On it you can see total is 3 but tooltip shows a total of 4.

https://picasaweb.google.com/10392706643884...584448062766434

Any idea why?
Thanks (IMG:style_emoticons/default/smile.gif)

Not sure since the screenshot doesn't show much apart from the modifiers. (IMG:style_emoticons/default/smile.gif) The only thing that comes to mind is a Cyberlimb (or multiple Cyberlimbs) that has a STR below 4 that is throwing off your average (it shows the avg. BOD/STR/AGI for all 5 of your "limbs" - torso, two limbs, two legs). If you don't have any Cyberlimbs, I'd need to check out the save file to see what's up.
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deurk
post Sep 12 2011, 09:31 PM
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QUOTE (Nebular @ Sep 12 2011, 09:28 PM) *
Not sure since the screenshot doesn't show much apart from the modifiers. (IMG:style_emoticons/default/smile.gif) The only thing that comes to mind is a Cyberlimb (or multiple Cyberlimbs) that has a STR below 4 that is throwing off your average (it shows the avg. BOD/STR/AGI for all 5 of your "limbs" - torso, two limbs, two legs). If you don't have any Cyberlimbs, I'd need to check out the save file to see what's up.

No need, spot on. Sorry about that. It would be nice if it could appear in the tooltip as it is not the first time is has happened to me and I keep wondering what creates that. (IMG:style_emoticons/default/nyahnyah.gif)

Oh, just a user experience thingie: the skills tab is difficult to use and prone to mistakes as on both top and bottom parts, skills are too numerous to be displayed on one page and you need to scroll up and down to display them... Only problem is that the mouse wheel can accidently (but very easily) change the rating of the skill you last modified or selected.

Am I the only one to experience that?
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ChatNoir
post Sep 12 2011, 10:06 PM
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You are not alone, I've had the scroll problem several times. It's not super problematic sure, but on the other hand, scrolling to increase the skill value doesn't seem natural either. Specially with the usual mouse setting to scroll 3 lines at once (witch obviously increase the skill by 3).
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ShadowWalker
post Sep 12 2011, 10:18 PM
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This is a usual problem with these types of applications. It's all based on what object within the window has focus, or has the keyboard focus. Windows always sends mouse actions to that control when it comes to the wheel.
Maybe what could change is the ability to focus on the individual skill panel by click on empty space, or tab to it. There might also be the possibility to disable the mouse wheel with the control that is being used, but I don't know what options are available with what's being used.
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Nebular
post Sep 12 2011, 10:19 PM
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Build 195
  • Tip_OtherCMPhysical and Tip_OtherCMStun are now bound to the proper fields
  • Label_DiceRoller_Result now displays for all results an intended, not just Critical Glitches
  • fixed a number of text alignment issues
  • buttons now resize and reposition themselves based on their string length
  • String_SelectBP_BPSummary properly initialises in the selected language
  • Ignore Rules checkbox now reads its tooltip from the language file
  • Physical and Stun labels on the Condition Monitor tab are now translated correctly
  • tooltips for the tool bar are now populated from the selected language
  • tooltips for the Armor Equipped and Weapon Installed checkboxes now come from the language file
  • menus are now merged properly when using the non-default language
  • added support for setting markup amount when purchasing Gear in Career Mode
  • marked Synaptic Booster's precedence as 1
New Strings
  • Tip_SelectBP_IgnoreRules
  • Tip_ArmorEquipped
  • Tip_WeaponInstalled
  • Label_SelectGear_Markup
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EpicSpire
post Sep 12 2011, 10:34 PM
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QUOTE (Nebular @ Sep 12 2011, 02:20 PM) *
I'm not seeing where it's said that they're actual Armor Modifications. (AR 49 is where I'm looking to put things in context) It states that they modify your worn Armor value like Helmets, but it doesn't actually say they're Armor Mods. (Just like Helmets and Shields - they modify your overall Armor Ratings but do not actually plug in to a piece of Armor like Chemical Protection or Insulation do).



yeah i read the line: "These items modify the rating of armor worn..." and thought they were armor mods.. i could have sworn they took up slots, but can't find that anywhere now,.. oh well. Thanks
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deurk
post Sep 12 2011, 10:42 PM
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Great!

Got another catch: when you own a few customized armors that have a Strengh Upgrade, the sum of all the Strengh Upgrades gets added to the STR of the character, even if armors are not specified as Equipped.
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KeyMasterOfGozer
post Sep 12 2011, 11:07 PM
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QUOTE (Nebular @ Sep 12 2011, 04:40 PM) *
This is unfortunately written into the data file itself (meaning it affects everyone in the same way regardless of options - some items have a precidence that says they override everything else), so making this an option isn't possible.

Could he not create a custom datafile with a custom similar item that has his mods to it? So both would show up in the pick list, and he just has to pick the modified one?
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Jazz
post Sep 12 2011, 11:53 PM
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* Tooltips from (+) and (-) buttons (from lifestyle, equipement and so on) are in english.

* Tooltips from (+) and (-) buttons from lifestyle are the same "Decrease the number of pre-paid"...

* All of these tooltips seems hardcoded (sorry for messages and button names there)

* Would appreciate a (+) button for item, especially depleted ammo. I'm not sure if it's a bug or a feature, let's call that a very handy bug, that makes depleted ammo stacks not disappearing from your Gear list. Usefull as a reminder. In this case and this case only, a "Buy more" button would pop up calling the buy menu with that item allready founded and highligthed. Or, for any item, put that "Buy more" option in the "add gear" submenu for exemple.

* Selling an item (for exemple an armor) : the pop up windows kept its english name. I think that's Title_SellItem

* House Rule : Way of the Adept are free

* House Rule : Unoffical Erratas for Way of the Adept (see Critias's who is the author of that one here for exemple)

(-edit- nice job btw)
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Nebular
post Sep 13 2011, 12:54 AM
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QUOTE (KeyMasterOfGozer @ Sep 12 2011, 06:07 PM) *
Could he not create a custom datafile with a custom similar item that has his mods to it? So both would show up in the pick list, and he just has to pick the modified one?

I updated the Bioware file with the last update to make them work together if they're both on a character. While it could have been done by creating two pieces of Bioware that reproduce the effects, this was how it should have been implemented to begin with.
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deurk
post Sep 13 2011, 06:13 AM
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QUOTE (Nebular @ Sep 13 2011, 12:54 AM) *
I updated the Bioware file with the last update to make them work together if they're both on a character. While it could have been done by creating two pieces of Bioware that reproduce the effects, this was how it should have been implemented to begin with.

Tested with latest version and it's... convenient but confusing: If you add the Synaptic Booster (REA and INI +2) before the Gland (REA + 1), then Gland is ignored for REA calculus and total augmented REA, with a base of 5, becomes 7. If you add the Gland first, then the Synaptic Booster, total augmented REA then beceomes 8.

Like I said: convenient for me because I wanted to have 8 with both implants taken into account, but I think that is not what you wanted to achieve or is it?

Thanks Nebular.
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Jazz
post Sep 13 2011, 12:28 PM
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Nebular, I'd like you tell me what you think about that, to provide further translation for Chummer. I'm making hypothesis on how Chummer works, too.

I'll take the example of armor.xml.

- you have these english normal xml (armor.xml)

- you'd have translated xml (fr_armor.xml, or [name of the lang file]_[name of the english file].xml)

- we'd ask a new index in armor.xml (that would be a normal incremental number within the records), initialized at space.

- the file fr_armor.xml with the same index, put with the record of the corresponding item.

- when Chummer reads armor .xml, it put "most certainly" the readen informations in a table => we'd ask a new column in this table of the same type than the english name and eventually another one for the index.

- when Chummer reads from armor.xml : it reads armor.xml as normal, reads also the index from armor.xml.

- if the langage is not english, with that index, find the corresponding translated name in the file fr_armor.xml, then stock it in the new column of the reading table. We can also eventually imagine that the records from fr_armor provides overwriting informations (like page numbers, different erratas like for german books, etc). Don't do anything if the record is not found.

- make all computing stuff as usual, using item names in english and various informations from your table.

- each time the soft have to write in the UI, then use in place of the english name, the new column name in the reading table which comes from fr_armor.xml. If the translated name is space, display the english one.



I think that would take you the less work to do. We also can provide quite with ease files like fr_armor.xml. The only long problem with us will be the page numbers.

We have other thing to translate if this is the method, like category names. That would be another new column in your reading table. That way you can use hardcoded english names wherever you want in Chummer.

I think also that would not makes problem if you want to errata english items, since all the informations is in english files.

And it would not be a problem for you to add new items in your list in case of a new english book. These items won't be translated, that is all (anyway the french books are, say, 1.5 year late vs the english books). (*)

With additional material from region-specif books, we would pass via custom files (or some kind of new custom files), like for german content or japoneese stuff if they'd like to do the translating work too. (*)

I'd like your though about that, if you agrees or not, if I'm wrong here or there, if you'd have really big technical difficulties to make so or if that makes the update process (of armor.xml for exemple) difficult, if that would make Chummer a lot slower (I can give more details for fast merging files, meaning that would take the reading to make the IO operations to read armor.xml + the IO operations to read fr_armor.xml (not multiplied if you read all the fr_armor.xml each time you have a new record in armor.xml)) or anything that comes to your mind.

(*) that may put the problem of region-specific book. Items that comes from different books, book index, etc. I don't really know how chummer works to be of some help there.
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deurk
post Sep 13 2011, 12:30 PM
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Another request regarding UX:

Could we have a checkbox on the skills page to hide all the skills where we did not put any points (ie any 0 rating skills).
It would make that page easier to use when you just want to tweak already defined skills.

If you don't like the idea, maybe then switch the label of the skill in bold as soon as points are spent on it, or anything that could help identify quickly skills that have been picked.

Thanks!
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Nebular
post Sep 13 2011, 01:40 PM
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QUOTE (deurk @ Sep 12 2011, 05:42 PM) *
Great!

Got another catch: when you own a few customized armors that have a Strengh Upgrade, the sum of all the Strengh Upgrades gets added to the STR of the character, even if armors are not specified as Equipped.

Yikes, that's apparently been there for quite some time and never caught. This will be fixed in the next update.
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