My Assistant
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Oct 2 2011, 05:10 PM
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#2251
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Translation stuff is one step closer to being done! There's not a huge amount left, but it'll still be a while. Figured it's best to get some of the critical changes I made tested now to make sure I haven't broken anything. (IMG:style_emoticons/default/biggrin.gif)
Build 211
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Oct 2 2011, 06:43 PM
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#2252
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
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Oct 2 2011, 09:16 PM
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#2253
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
French language file has been update.
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Oct 3 2011, 12:20 AM
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#2254
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Target ![]() Group: Members Posts: 7 Joined: 19-September 11 Member No.: 38,331 |
Under free knowledge skills, in Security Companies, Knight Errant is spelt Knight Errand
Under vehicle modifications, the Electromagnetic Shielding is greyed out and doesn't work right even though the book says 'All' |
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Oct 3 2011, 01:40 AM
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#2255
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Under free knowledge skills, in Security Companies, Knight Errant is spelt Knight Errand Under vehicle modifications, the Electromagnetic Shielding is greyed out and doesn't work right even though the book says 'All' Skills and Vehicles files have been updated to correct these. |
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Oct 3 2011, 06:00 AM
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#2256
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Target ![]() Group: Members Posts: 3 Joined: 1-October 11 Member No.: 39,572 |
Hello,
Great work. I found some bugs: Firearms skills tool tip error The firearms skills (Pistols, long arms, automatics, heavy weapon) tool tip is not displaying that smartlink bonus is added if you have not bought points in the skill and have some smartlink gear. Smartlink bonus not on character sheet The bonus displays in the program, but not on the character sheet. Modular plug-ins The section of Modular Plug-ins shouldn’t be available accept as plug-ins for cyberlimbs that have the Cyberlimb implant (AU p 46 Implant Table) installed. Not sure if you can do that. Power foci Power foci are not adding to magical skill dice pools. Weapon foci I get an error when I go to check the weapon focus in the Bonded Foci box on the Gear tab of the Street Gear page. Error: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.FormatException: Input string was not in a correct format. at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal) at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info) at System.Convert.ToInt32(String value) at Chummer.frmCreate.treFoci_BeforeCheck(Object sender, TreeViewCancelEventArgs e) at System.Windows.Forms.TreeView.OnBeforeCheck(TreeViewCancelEventArgs e) at System.Windows.Forms.TreeView.TreeViewBeforeCheck(TreeNode node, TreeViewAction actionTaken) at System.Windows.Forms.TreeView.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.237 (RTMGDR.030319-2300) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Chummer Assembly Version: 0.0.0.211 Win32 Version: 0.0.0.211 CodeBase: file:///C:/Users/Bill7/Documents/Word/Gaming/Shadowrun/Char%20Gen/Chummer/Chummer.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.235 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.236 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. |
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Oct 3 2011, 04:52 PM
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#2257
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Moving Target ![]() ![]() Group: Members Posts: 181 Joined: 9-October 10 Member No.: 19,106 |
I have used Damien Knight's CG spreadsheet for a long time, and now that I've had experience with Chummer, I think I prefer it over the spreadsheet.
One area that I think could be improved is the way Gear is organized. I would like the option to sort all gear alphabetically or by "section" i.e. B&E Tools, Foci, Ammunition. Improved drag n' drop functionality would also be appreciated. For example, if I had a backpack, I would like to be able to drag n' drop various pieces of gear into it, or to put ammo into spare clips. One more thing that would really be icing on the cake would be a "custom item", that costs 1 nuyen and allows you to put a title into it, like "Custom Item (TMNT Action Figure)" or whatever. This way, you could have quantity represent the cost, and the item's name would be visible in the list. |
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Oct 3 2011, 05:28 PM
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#2258
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 |
You can create groups / bags or whatever in the gear section, it's called Location. You can give it a name or not and move stuff in different places. If you have a lot of stuff, just shrink a bag and open it when you need the stuff inside. (IMG:style_emoticons/default/wink.gif)
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Oct 3 2011, 06:55 PM
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#2259
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Moving Target ![]() ![]() Group: Members Posts: 181 Joined: 9-October 10 Member No.: 19,106 |
You can create groups / bags or whatever in the gear section, it's called Location. You can give it a name or not and move stuff in different places. If you have a lot of stuff, just shrink a bag and open it when you need the stuff inside. (IMG:style_emoticons/default/wink.gif) Is that relatively new? Regardless, its hawt. Thanks for the illumination! |
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Oct 3 2011, 08:01 PM
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#2260
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 19-February 03 Member No.: 4,128 |
I think I found a new bug in Adept powers.
I choose Improved Physical Attribute, with the default power rating 1. The program displays "x 0.75 / level = 1.50" It looks like the program thinks I want one more level than what I am selecting. BTW, I updated today. |
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Oct 3 2011, 08:06 PM
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#2261
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
I think I found a new bug in Adept powers. This is because the adept power has a variable cost per level. As long as the power does not bring your total attribute above your natural maximum it is 0,75*level. Above the natural maximum it is twice the cost or 1.5*level.I choose Improved Physical Attribute, with the default power rating 1. The program displays "x 0.75 / level = 1.50" It looks like the program thinks I want one more level than what I am selecting. BTW, I updated today. |
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Oct 3 2011, 08:46 PM
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#2262
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 19-February 03 Member No.: 4,128 |
This is because the adept power has a variable cost per level. As long as the power does not bring your total attribute above your natural maximum it is 0,75*level. Above the natural maximum it is twice the cost or 1.5*level. That was it. I thought I could still augment to 9 from a 5 natural stat... |
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Oct 3 2011, 09:31 PM
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#2263
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
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Oct 3 2011, 11:10 PM
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#2264
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
This is a pie in the sky request. I don't expect this to have any priority. In a perfect world...
Now that you added the amazing Location feature to the gear area (I'm working on XSLT to show items in the Locations, I'll give it to you when I'm finished), It would make my experience perfect if I could divide item stacks. By that I mean, say if I have purchased 60 rounds of ammo, I would like to be able to divide it into 2 stacks, so that I could put some in my Backpack Location, and some in my Apartment Location. |
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Oct 3 2011, 11:16 PM
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#2265
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
It's finally finished! It probably doesn't mean much to most people, but data translation support is finally implemented! (IMG:style_emoticons/default/biggrin.gif) Time to go flop on the couch and be a vegetable for the night as a reward! The quick translation info can be found on the Language Support page on the Chummer Wiki.
Build 213
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Oct 3 2011, 11:18 PM
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#2266
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
This is a pie in the sky request. I don't expect this to have any priority. In a perfect world... Now that you added the amazing Location feature to the gear area (I'm working on XSLT to show items in the Locations, I'll give it to you when I'm finished), It would make my experience perfect if I could divide item stacks. By that I mean, say if I have purchased 60 rounds of ammo, I would like to be able to divide it into 2 stacks, so that I could put some in my Backpack Location, and some in my Apartment Location. Yeah, I'm starting to see the need for splitting stack a little more. I'm going to have to re-think how I'm doing Gear purchases since, at the moment, buying a type of Ammo you already have (matching name and Weapon Category) just adds to the existing stack if it's already there. |
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Oct 4 2011, 12:13 AM
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#2267
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
Yeah, I'm starting to see the need for splitting stack a little more. I'm going to have to re-think how I'm doing Gear purchases since, at the moment, buying a type of Ammo you already have (matching name and Weapon Category) just adds to the existing stack if it's already there. I see, yes, I ran into that on my manual work-a-round. (IMG:style_emoticons/default/smile.gif) I was able to make stacks by manually editing the .chum file in Notepad++, but that's probably not optimal for the average user. Like I said, no rush for me, as I can work around it. |
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Oct 4 2011, 12:37 AM
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#2268
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Moving Target ![]() ![]() Group: Members Posts: 210 Joined: 4-August 11 From: Vicinity Houston Member No.: 34,911 |
When I put a note on a piece of gear (or anything else) it doesn't print or display anywhere I can find, nor is there any indicator I can find that the note exists except remembering to open that particular note.
It isn't a critical issue as I can just use the notes block of character info. I'll class it as Nice to Have once the important stuff is done. |
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Oct 4 2011, 12:43 AM
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#2269
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
Now that you added the amazing Location feature to the gear area (I'm working on XSLT to show items in the Locations, I'll give it to you when I'm finished) I ran into a problem while working on the XSLT... small matter that Location doesn't make it to the XML file that the print-out produces. (IMG:style_emoticons/default/smile.gif) I was looking at the .chum file and saw the location node, and I have been beating my head against the wall for an hour trying to figure out when the location wasn't showing up in the print. (IMG:style_emoticons/default/smile.gif) One other UI item... I can't order the Locations in the gear list. It only shows locations in the order you add them, and there is no way that I see to remove them either. |
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Oct 4 2011, 12:50 AM
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#2270
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Target ![]() Group: Members Posts: 13 Joined: 2-October 11 Member No.: 39,588 |
A quick kudo to Nebular for all the hard work on Chummer!
Now, on to the bugs! 1. The Registration option for Software shouldn't come in different ratings. 2a. The 3 suites (Basic User, Basic+, Pro User) under Matrix Programs automatically come with Copy Protection and Registration options, even though the individual programs for the suites already have those options as well. 2b. The Copy Protection option listed under the Suites has no rating, causing a "System.ArgumentOutOfRangeException: Value of '0' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum' Error when you click on the option. 2c. If you add one of the 3 Matrix Program suites as a plugin to a commlink, the Copy Protection and Registration options under the Suite goes away when you close and re-open the character. This does not happen if you add the suite as gear, i.e. not under an existing commlink. 3. The Progam Packages category should be available to be added as a plugin to a Commlink. 4. When you're dragging and dropping gear items to re-arrange them, if you drag and drop an item as if you're trying to add it as a sub-item to a piece of gear, the program hangs. Steps to recreate: 1. Add a gear item, a CMT Clip commlink. 2. Add a the Basic Userprogram suite to the commlink as a plugin. 3. Add another gear item, an EMP grenade. 4. Make sure all nodes under the CMT Clip commlink are fully expanded and drag and drop the EMP Grenade under the Suite: Basic User line. Chummer should hang with the drag cursor still active. 5. The Ceramic Components and Plasteel Components weapons modifications don't actually modify the cost of other mods to the same weapon. 6. Battle Rifles isn't one of the listed Specializations under the Automatics skill. And one small question: Would you accept monetary donations in appreciation of your work on Chummer? |
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Oct 4 2011, 04:05 AM
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#2271
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Target ![]() Group: Members Posts: 46 Joined: 21-August 11 From: The Deep Sprawl Member No.: 36,450 |
I just made a Lifestyle and got the following error:
CODE See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at Chummer.frmCreate.RefreshSelectedLifestyle() at Chummer.frmCreate.treLifestyles_AfterSelect(Object sender, TreeViewEventArgs e) at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e) at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv) at System.Windows.Forms.TreeView.WmNotify(Message& m) at System.Windows.Forms.TreeView.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.237 (RTMGDR.030319-2300) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Chummer Assembly Version: 0.0.0.213 Win32 Version: 0.0.0.213 CodeBase: file:///C:/Users/EpicSpire/Downloads/Chummer/Chummer.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.235 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.236 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. the life style had: No Neighbors Easy going landlord Security Conscious Inconspicous Housing (physical) Workplace No forwarding address this isn't Big Bob's Auto Rough Neighborhood all aspects are middle except for neighborhood which is Low Name is: Converted Factory. |
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Oct 4 2011, 01:34 PM
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#2272
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I just made a Lifestyle and got the following error: Turns out this happens with all Advanced Lifesteyles. When a new Advanced Lifestyle is added, some of the information isn't being attached to the tree node properly. I'll have this corrected in the next update. As a temporary work-around, you can save the character, close them, and then re-open it. The information is being properly attached when loading a character with an Advanced Lifestyle, just not when it's newly added. (IMG:style_emoticons/default/nyahnyah.gif) |
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Oct 4 2011, 01:35 PM
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#2273
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I ran into a problem while working on the XSLT... small matter that Location doesn't make it to the XML file that the print-out produces. (IMG:style_emoticons/default/smile.gif) I was looking at the .chum file and saw the location node, and I have been beating my head against the wall for an hour trying to figure out when the location wasn't showing up in the print. (IMG:style_emoticons/default/smile.gif) One other UI item... I can't order the Locations in the gear list. It only shows locations in the order you add them, and there is no way that I see to remove them either. I'll add the location element to the Gear printout in the next update. |
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Oct 4 2011, 01:36 PM
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#2274
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
When I put a note on a piece of gear (or anything else) it doesn't print or display anywhere I can find, nor is there any indicator I can find that the note exists except remembering to open that particular note. It isn't a critical issue as I can just use the notes block of character info. I'll class it as Nice to Have once the important stuff is done. Notes are part of the information that is generated in the print XML, but none of the character sheets currently use it. I'll add this to my list o' stuff. |
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Oct 4 2011, 01:46 PM
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#2275
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 |
About the Note stuff, it would be nice to have some visual indication when there is a note on an item, a place, etc. Same thing for contacts, there is a nice icon but it's the same whether the note is empty or if there's information inside.
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Lo-Fi Version | Time is now: 13th April 2022 - 03:33 PM |
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