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Stalag
post Sep 29 2011, 02:45 AM
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A couple things:

  1. Could you change "Spare Clips" where it's listed under Weapon Accessories to "Spare Clip" and give it a quantity?
  2. The 'Increased Cylinder' weapon mod is not modifying the ammo capacity of the base weapon
  3. Cougar Fineblade Knife, Short lists a Conceal modifier of +4 - I believe this should be -2
  4. Cougar Fineblade Knife, Long also lists a Conceal modifier of +4 - while the difference between a "long knife" and a "sword" isn't really specified in RAW I think it would be fair to say a long knife would be shorter and thus incur a smaller penalty... say +2 or +3. I suppose we'd need some sort of group consensus on that.


Thanks - still loving my Chummer (IMG:style_emoticons/default/smile.gif)
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KarmaInferno
post Sep 29 2011, 04:30 AM
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I notice the "Modular Plug-In Adaption" is listed as a Cyberware Plug-in, when it is actually a gear modifier.

It's basically used to adapt any suitable piece of gear so that it can socket into a modular cyberlimb. Like adding it to a axe would give you an axe hand.




-k
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Shortstraw
post Sep 29 2011, 06:46 AM
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The problem is "used" increases the availability of the vehicle and allows a minimum of 20% reduction whereas black market pipeline is a 10% reduction with no increase in availability.
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Jazz
post Sep 29 2011, 10:23 AM
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Nice job, Nebular. I'll have an excited rigger player now. If you could put locations into locations (or items, to organise commlinks for exemple) and maybe another new button labeled "Sort location" and filters in a sub-button (Alphabetic, Category/Alphabetic, by price, by quantity, by... I don't know), I think that could be perfect, but maybe that is a lot of work. So for the moment, that new feature is really cool.

But we can't use it yet, because of problem 1.

QUOTE (Nebular @ Sep 28 2011, 11:26 PM) *
Build 207
  • added support for Gear Locations to keep track of where stuff is stored

I've got a twisted mind (users always have) so I found a few problems :

Problem 1 (critical for that feature)
- Add a Meta link (cost 100)
- Add a vector xim on the commlink (cost 200)
- Add a new location, name it.
- Drag and drop the commlink+os in the new location
- Remove the location.
=> the commlink lost his OS. From nuyens left, it seems the OS is still here.

Maybe the OS is still here but as a second item and since OS can't be displayed as items alone in the master gear list, the OS is hidden.
The two items seems to be linked anyway : removing the commlink removes the OS's price aswell.

This problem does not occurs when you drag and drop the commlink+os from one location to another one or in the master list (nice feat).


Problem 2 (minor)
This message is unclear : Message_DeleteGearLocation @ line 807
<string>
<key>Message_DeleteGearLocation</key>
<text>Are you sure you want to delete this Gear location? All of the Gear in this location will be moved to the Selected Gear container.</text>
</string>

Do you meant "all the items will be moved in the "master" inventory ? It may (as it did to me) mean that item will be move to another "location" container that you need to select. I was trying to test that until I understood "Selected Gear" was the "master inventory" list.


Problem 3 (minor, french version only)
The new add location button is messing with the delete gear button. I quite don't care since the delete gear have no "sub-button" yet.


edit -
Problem 4 (minor)
Why only reductions to cyb ess, by the way ? No augmentation "got a bad doctor" ? How can we make players loose essence by using drugs ?


Problem 5 (minor)
We can reduce ESS cost from implants that cost 0 ESS (cortical bomb). No impact cost on left ESS score, but that's funny.


Problem 6 (minor)
I think there should be a "add location" button for weapon, armor and vehicle aswell. See problem 3 : maybe I should shorten the text of these button if going that way.

Problem 7 (major)
You can create locations with no name. Add location, hit enter. The location is here but is an invisible item in the master list.

I prepared the french version and sent it to you via PM as usual. I didn't tested these problems in Carrier mode, only in Creation mode (sorry).
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deurk
post Sep 29 2011, 11:58 AM
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How about that new Runner's Black Book? (IMG:style_emoticons/default/biggrin.gif)
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ChatNoir
post Sep 29 2011, 12:43 PM
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The Runner Black Book is only a printed compliation of the pdf-only books like Unfriendly Skies that are already supported individually. It's said to have some exclusive content but I don't know what they are.
But, they may be grouped in the book selection list.

+ _ Runner Black Book
......._ Deadly Waves
......._ Gun Heaven
......._ MilSpecTech
......._ This Old Drone
......._ Unfriendly Skies
......._ Specific stuff

Here are the specific stuff from the Battleshop store.
QUOTE
On top of that, the book includes new pieces of gear developed specifically for this volume, including the punishing Kriss X Submachine Gun and small, smooth TPP light pistol. Each piece of gear is accompanied by a full color illustration providing a look at the item’s complete details and features.


But it adds a problem for references, maybe add something like RBB46 - US12 (random example ^^)
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Nebular
post Sep 29 2011, 12:47 PM
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QUOTE (deurk @ Sep 29 2011, 06:58 AM) *
How about that new Runner's Black Book? (IMG:style_emoticons/default/biggrin.gif)

Like ChatNoir said, it's just a compilation with the exception of a couple of new items just for that release. I already have all of those books, so I'll be damned if I'm going to drop $40US for 3 new items. (IMG:style_emoticons/default/biggrin.gif) Jason Hardy said a long time ago that they may release the new items as their own PDF if they ever made a PDF version of the Runner's Black Book. Now that that part has come true, it'd be nice to see those new items come out separately.
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Nebular
post Sep 29 2011, 12:57 PM
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QUOTE (Jazz @ Sep 29 2011, 05:23 AM) *
Nice job, Nebular. I'll have an excited rigger player now. If you could put locations into locations (or items, to organise commlinks for exemple) and maybe another new button labeled "Sort location" and filters in a sub-button (Alphabetic, Category/Alphabetic, by price, by quantity, by... I don't know), I think that could be perfect, but maybe that is a lot of work. So for the moment, that new feature is really cool.

But we can't use it yet, because of problem 1.


I've got a twisted mind (users always have) so I found a few problems :

Problem 1 (critical for that feature)
- Add a Meta link (cost 100)
- Add a vector xim on the commlink (cost 200)
- Add a new location, name it.
- Drag and drop the commlink+os in the new location
- Remove the location.
=> the commlink lost his OS. From nuyens left, it seems the OS is still here.

Maybe the OS is still here but as a second item and since OS can't be displayed as items alone in the master gear list, the OS is hidden.
The two items seems to be linked anyway : removing the commlink removes the OS's price aswell.

This problem does not occurs when you drag and drop the commlink+os from one location to another one or in the master list (nice feat).


Problem 2 (minor)
This message is unclear : Message_DeleteGearLocation @ line 807
<string>
<key>Message_DeleteGearLocation</key>
<text>Are you sure you want to delete this Gear location? All of the Gear in this location will be moved to the Selected Gear container.</text>
</string>

Do you meant "all the items will be moved in the "master" inventory ? It may (as it did to me) mean that item will be move to another "location" container that you need to select. I was trying to test that until I understood "Selected Gear" was the "master inventory" list.


Problem 3 (minor, french version only)
The new add location button is messing with the delete gear button. I quite don't care since the delete gear have no "sub-button" yet.


edit -
Problem 4 (minor)
Why only reductions to cyb ess, by the way ? No augmentation "got a bad doctor" ? How can we make players loose essence by using drugs ?


Problem 5 (minor)
We can reduce ESS cost from implants that cost 0 ESS (cortical bomb). No impact cost on left ESS score, but that's funny.


Problem 6 (minor)
I think there should be a "add location" button for weapon, armor and vehicle aswell. See problem 3 : maybe I should shorten the text of these button if going that way.

Problem 7 (major)
You can create locations with no name. Add location, hit enter. The location is here but is an invisible item in the master list.

I prepared the french version and sent it to you via PM as usual. I didn't tested these problems in Carrier mode, only in Creation mode (sorry).


#1 Pretty sure it's still there, just that the node isn't expanded. I'll look into it.

#2 Yes. In English, the top-most generic node is called "Selected Gear".

#3 The Delete Gear button deletes whatever is highlighted. (IMG:style_emoticons/default/smile.gif)

#4 Because that was the requested house rule. I'm going to be adding an Essence Hole to the Cyberware and Bioware files since I realised there is no way to currently cover that. Botched/bad implant jobs can either be covered by the Essence Hole item, or by creating a custom Cyberware/Bioware item.

#5 Yup, but you can have a Deltaware item that costs 0 ESS according to the rules, so that's what it allows. (IMG:style_emoticons/default/smile.gif)

#6 Grr. I was afraid someone would ask for this.

#7 I'll put in a check for this in the next u pdate.
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Jazz
post Sep 29 2011, 02:48 PM
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QUOTE (Nebular @ Sep 29 2011, 01:57 PM) *
#6 Grr. I was afraid someone would ask for this.

Then don't do anything. Afteralll, it's not like we had 42 weapons like piece of gear stuff. drop that. I understand now there's dependancies I didn't see with the "shoot" screen or armor calculation with that silly remark. Please forget that point.

I'd rather you have time to work on other things like "ammo by clip" and item/skills translation (IMG:style_emoticons/default/smile.gif) ... Skills translation is #1 of my personnal waiting list, followed by a "sort like in the book" filter, for skills (it's by category first then alphabetical), then by item translation then ammo then any silly idea I can come with (IMG:style_emoticons/default/smile.gif)
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Jazz
post Sep 29 2011, 02:57 PM
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Problem 8 (minor)
Adding a location is not considered as a change toward the "unsaved changes : do you want to save before quiting" question.


Problem 9 (usability, minor/major)
'would be very nice if you could hide/show items list in locations (like the [-] or [+] thingy next to the name of an item with a lot of modifications, for exemple like almost any drone)
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Nebular
post Sep 29 2011, 03:14 PM
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QUOTE (Jazz @ Sep 29 2011, 09:57 AM) *
Problem 8 (minor)
Adding a location is not considered as a change toward the "unsaved changes : do you want to save before quiting" question.


Problem 9 (usability, minor/major)
'would be very nice if you could hide/show items list in locations (like the [-] or [+] thingy next to the name of an item with a lot of modifications, for exemple like almost any drone)


#8 I was wondering if I did that. Apparently I did not. (IMG:style_emoticons/default/smile.gif)

#9 You can already! Just double-click on the location and it expands/collapses. I'll update it to include the actual expand/collapse icon for the next update. It's just a matter of changing a setting on the control.
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Nebular
post Sep 29 2011, 03:56 PM
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Figured I'd update everyone on the two big demons on my to-do list that I never include because of their size and time commitment.

Mono

For those who use Mono, you might already be aware of this. Novell, the primary developers of Mono, was bought out by Attachmate last year. In April, most of the key members of the Mono development team were sacked (there's no money to be had in free, open source software). While it is an open source project, the development of it seems to have slowed to a painful crawl after their loss. Unfortunately, nobody has released the 2.12.X build which finally supports everything in .NET 4. It's supposedly ready, but nobody has actually released it yet. If you can find a nightly build of it and install it, Chummer should work with it. I'm still keeping an eye on it to see if they ever release it but things aren't looking good for it right now.

Data Translations

I'm doing this in small bits and pieces. A little of it is being worked into each update for a few reasons. 1) It's not exactly fun and doing it in small bits keeps me from digging my brain out with a spoon. (IMG:style_emoticons/default/smile.gif) 2) It's actually a massive amount of work, so doing it in small steps means I can still provide other updates without having a 3 week gap between them. 3) Slowly rolling certain bits over to working in the new way with each update means I can make sure the changes I've made really are working and poses a smaller risk. It's also less code I'd need to roll back should it end up not working at all. Most of them are not documented in the change notes on purpose - the goal is to have them look and work the same with no discernable difference (besides the big structural change in the background).

The Language Manager, XML Manager, and most of the windows now support translated data with the exception of Metavariants. I haven't revealed anything about it because the main character forms and controls still display the data in English only (so if a Weapon name appears as "Weapon Y" in the French file, it will still use its English name of "Weapon X" after being added to the character which is just confusing). What I can reveal, however, is that everything for a given language will come from a single language file, meaning that all of the French strings - both interface and data item names - will be in one file, not one for interface and one for data items. This will keep everything together and means you won't have a translation file for ever data file which would be a pain in the butt to manage. It also stick with the current behaviour for the interface: if a translated name is not found for a given item, it uses the English name. No idea when it will all be done as there's still a lot of work that needs to go into it, but it's at least making some progress.
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deurk
post Sep 29 2011, 04:37 PM
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Great job Nebular, looking forward to help with the full translation.
Thanks for all the hard work.
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Jazz
post Sep 29 2011, 06:09 PM
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QUOTE (Nebular @ Sep 29 2011, 04:56 PM) *
What I can reveal, however, is that everything for a given language will come from a single language file, meaning that all of the French strings - both interface and data item names - will be in one file, not one for interface and one for data items.

(IMG:style_emoticons/default/frown.gif)

I'd rather have one for GUI, and one for another things because item and such have a "definitive" translation (only updated by books) and GUI are more each week or so...
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Labrada
post Sep 29 2011, 08:26 PM
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QUOTE (Nebular @ Sep 29 2011, 12:26 AM) *
Build 207[list]

Allow Cyberware Essence costs to be discounted House Rule

When enabled, an Additional Discount field appears next to Essence Cost in the Select Cyberware window. This percentage is in addition to any Essence cost discounts from Grade and other Improvements. Remember that all discounts are cumulative. For example, if a Discount of 10% is selected along with the Alphaware Grade, the total Essence cost discount will be 30%: 20% from Alphaware and 10% from the selected Discount amount.


thank you very much for this add, my friends and i were waiting for it...awesome job!! (IMG:style_emoticons/default/twirl.gif)
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deurk
post Sep 29 2011, 11:19 PM
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Nebular, seems to me that Group modification of an enemy is not:
1) updated correctly when loading a character (displays 0 on main screen but shows correct information in the popup screen detailling group mod)
2) is not counted in the BP total when loading a character (group mod at 5 or 0 still displays same total of available BP)

Thanks.
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McDougle
post Sep 30 2011, 12:32 PM
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"Hacked" programs don´t have the Registration and Copyprotection addons anymore.

Furthermore, is there hope to get some color/colored background per item into the gear(and others like vehicles) tab?

Love the ability to add Locations btw. (IMG:style_emoticons/default/smile.gif) That feature can also be used to seperate gear-classes and the like(now only some color would be left, to distinguish them better and faster). (IMG:style_emoticons/default/nyahnyah.gif)
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Stalag
post Sep 30 2011, 03:23 PM
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some more for the to-do list:
  1. The "Infected" qualities charge you BP/Karma for the free base point of Mag the quality grants you.
  2. When making a Shapeshifter and picking a non-human metatype, only the animal form attributes and qualities are listed. Need some way to display attributes for characters that have multiple forms.
  3. Shapeshifters should not have the following qualities available:
    • Infected
    • Drake
    • Latent Dracomorphosis
    • Technomancer
    • Latent Technomancer
    • Resonance Bond
    • Carrier
    • The Technomancer version of Scorched, Simsense Vertigo, and Sensitive Neural Structure

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Nebular
post Sep 30 2011, 03:48 PM
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QUOTE (Jazz @ Sep 29 2011, 01:09 PM) *
(IMG:style_emoticons/default/frown.gif)

I'd rather have one for GUI, and one for another things because item and such have a "definitive" translation (only updated by books) and GUI are more each week or so...

I'll break this out into two separate files then. The hope is that the UI one will stabilise at some point. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Sep 30 2011, 04:00 PM
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QUOTE (McDougle @ Sep 30 2011, 07:32 AM) *
"Hacked" programs don´t have the Registration and Copyprotection addons anymore.

Furthermore, is there hope to get some color/colored background per item into the gear(and others like vehicles) tab?

Hacked stuff will be corrected in the next update.
No, I have no plans to add support for colouring other items for the time being.
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Minimax le Rouge
post Oct 1 2011, 07:10 AM
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QUOTE (Nebular @ Sep 28 2011, 03:52 PM) *
I can't seem to reproduce this with the current build. Are you still having this problem? If so, could you email me your custom Cyberware file (nebular@shaw.ca) so I can see what is causing the problem?

Still having the problem,
i send you the data file, thank you (IMG:style_emoticons/default/smile.gif)

i don't have the problem involving basic cyberware, but second-hand and second-hand alphaware doesn't work.
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Minimax le Rouge
post Oct 1 2011, 01:15 PM
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New problem:
i created a new character.
i chose the option "2arms, 2legs and torso".
i had 2 cyberarms, 1 cyberlimb, 1 cybertorso, and modified them at 9/9/9/4 agi and body, so i have a 1( 8 ) in agi and body.
then i had a cyberskull, and the attributes fall at 1(7), if i remove the skull, they come back to 1( 8 ).
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whatevs
post Oct 2 2011, 03:26 PM
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Wow. Still going strong Nebular. I'm truly impressed.

That being said, noticed that the bonus for the Kinesics adept power isn't being added to Judge Intentions tests (either defensive or offensive).

<sr4a196> 'It also applies a +1 dice pool modifier to the adept on any Opposed Tests made to gauge the adept’s truthfulness or emotional state, including Judge Intention tests (p. 139),'

Spectacular work overall btw. The word is out there. More and more people are using Chummer.
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Nebular
post Oct 2 2011, 04:55 PM
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QUOTE (Minimax le Rouge @ Oct 1 2011, 08:15 AM) *
New problem:
i created a new character.
i chose the option "2arms, 2legs and torso".
i had 2 cyberarms, 1 cyberlimb, 1 cybertorso, and modified them at 9/9/9/4 agi and body, so i have a 1( 8 ) in agi and body.
then i had a cyberskull, and the attributes fall at 1(7), if i remove the skull, they come back to 1( 8 ).

Well that was dumb. The application was looking attempting to exclude things that had a limbslot of "skull", but the Cyberware data file listed all skulls as having a limbslot of "head". I've updated the Cyberware file so that they're correctly marked as using the "skull" limbslot. Grab the updated file, then remove and re-add the skull and you should be good!

The Cyberware and Bioware data files have also been updated to include Essence Hole items since there was no way of actually including previously.
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Nebular
post Oct 2 2011, 04:57 PM
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QUOTE (whatevs @ Oct 2 2011, 10:26 AM) *
That being said, noticed that the bonus for the Kinesics adept power isn't being added to Judge Intentions tests (either defensive or offensive).

<sr4a196> 'It also applies a +1 dice pool modifier to the adept on any Opposed Tests made to gauge the adept’s truthfulness or emotional state, including Judge Intention tests (p. 139),'

Forgot all about that. Along with the Judge Intentions Improvement, I'll also add support for Lift and Carry and Memory Improvements for the next update should anyone decide they want to create custom items that affect those.
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