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> Chummer Character Generator
Nebular
post Oct 2 2011, 05:10 PM
Post #2251


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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
  • added support for <judgeintentions /> to the Improvement Manager which improves a character's Judge Intentions Special Attribute Test
  • added support for <liftandcarry /> to the Improvement Manager which improves a character's Lift and Carry Special Attribute Test
  • added support for <memory /> to the Improvement Manager which improves a character's Memory Special Attribute Test
  • added Judge Intentions bonus to Kinesics Adept Power
  • Gear items no longer lose their context menus as a result of drag-and-drop
  • entering a blank name when adding a new Location is now treated in the same manner as clicking Cancel
  • moving a piece of Gear using drag-and-drop now marks a character as having unsaved changes
  • adding a Location now marks a character as having unsaved changes
  • +/- now appear next to Locations when they have Gear to allow them to be expanded and collapsed as desired
  • Free Spirit Critter Powers are now only available for Free Spirits
  • Emergent Critter Powers are now only available to Sprites and A.I.s
  • Shapeshifter Critter Powers are now only available to Shapeshifters
  • Select PACKS Kit window now displays Negative Qualities that are a part of the selected Kit
  • Hacked software no longer adds the Copy Protection and Registration plugins
  • Add Location button now repositions itself to avoid overlapping with other buttons
  • corrected the logic for calculating Essence Loss and maximum Essence which was causing characters with an Infected Quality to incorrectly report spending BP on their first point of MAG and Cyberzombies from receiving the correct bonuses/penalties to their Attributes
  • Initiation/Submersion Grade names now read from the language file
New Strings
  • String_Varies
  • String_Grade
  • String_Network
  • String_Group
  • String_Task
  • String_Ordeal
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Jazz
post Oct 2 2011, 06:43 PM
Post #2252


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QUOTE (Nebular @ Oct 2 2011, 05:10 PM) *
Translation stuff is one step closer to being done!
\o\ /o/ \o\ /o/ \o\ /o/ \o\ /o/

The commlink+os in a deleted location bug is still there.

Preparing translation.
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Nebular
post Oct 2 2011, 09:16 PM
Post #2253


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French language file has been update.
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Elfy
post Oct 3 2011, 12:20 AM
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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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Nebular
post Oct 3 2011, 01:40 AM
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QUOTE (Elfy @ Oct 2 2011, 07:20 PM) *
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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Aloysius
post Oct 3 2011, 06:00 AM
Post #2256


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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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PresentPresence
post Oct 3 2011, 04:52 PM
Post #2257


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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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ChatNoir
post Oct 3 2011, 05:28 PM
Post #2258


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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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PresentPresence
post Oct 3 2011, 06:55 PM
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QUOTE (ChatNoir @ Oct 3 2011, 12:28 PM) *
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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Ed_209a
post Oct 3 2011, 08:01 PM
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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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Dakka Dakka
post Oct 3 2011, 08:06 PM
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QUOTE (Ed_209a @ Oct 3 2011, 10:01 PM) *
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.
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.
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Ed_209a
post Oct 3 2011, 08:46 PM
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QUOTE (Dakka Dakka @ Oct 3 2011, 04:06 PM) *
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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Dakka Dakka
post Oct 3 2011, 09:31 PM
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QUOTE (Ed_209a @ Oct 3 2011, 10:46 PM) *
That was it. I thought I could still augment to 9 from a 5 natural stat...
You can, but it costs 0.75+3*1.5=5.25
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KeyMasterOfGozer
post Oct 3 2011, 11:10 PM
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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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Nebular
post Oct 3 2011, 11:16 PM
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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
  • added support for translating core data
  • Smartlink bonus should always appear in an Active Skill's tooltip if applicable
  • Smartlink bonus is included in Dice Pool and Total for Active Skills on printouts if applicable
  • checking and unchecking Foci in the Bonded Foci list should no longer throw errors
  • fixed an issue where attempting to select or add a Cyberware Suite that contained anything with Second-Hand or Adapsin in its Grade would throw an error
  • selecting a Martial Art Advantage or Martial Art Maneuver now show the sourcebook and page number for the item
New Strings
  • String_WeaponAccessory
  • String_WeaponModification
  • String_ExternalSource
  • String_VehicleModification
  • String_VehicleWeapon
  • String_VehicleWeaponAccessory
  • String_VehicleWeaponModification
  • String_UnnamedCharacter
  • String_UnarmedAttack
  • String_Unarmed
  • String_LivingPersona
  • String_BiofeedbackFilter
  • String_Commlink
  • String_CommlinkOperatingSystem
  • String_LivingPersonaGear
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Nebular
post Oct 3 2011, 11:18 PM
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QUOTE (KeyMasterOfGozer @ Oct 3 2011, 06:10 PM) *
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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KeyMasterOfGozer
post Oct 4 2011, 12:13 AM
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QUOTE (Nebular @ Oct 3 2011, 07:18 PM) *
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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Kirk
post Oct 4 2011, 12:37 AM
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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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KeyMasterOfGozer
post Oct 4 2011, 12:43 AM
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QUOTE (KeyMasterOfGozer @ Oct 3 2011, 07:10 PM) *
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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Diabolos
post Oct 4 2011, 12:50 AM
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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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EpicSpire
post Oct 4 2011, 04:05 AM
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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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Nebular
post Oct 4 2011, 01:34 PM
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QUOTE (EpicSpire @ Oct 3 2011, 11:05 PM) *
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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Nebular
post Oct 4 2011, 01:35 PM
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QUOTE (KeyMasterOfGozer @ Oct 3 2011, 07:43 PM) *
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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Nebular
post Oct 4 2011, 01:36 PM
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QUOTE (Kirk @ Oct 3 2011, 07:37 PM) *
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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ChatNoir
post Oct 4 2011, 01:46 PM
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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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