My Assistant
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Oct 12 2011, 02:27 PM
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#2426
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
So it looks like there's a currently little quirk with Knowledge Skills Categories. If you're adding a new Academic Knowledge Skill to your character, select a different Category (like Profession), then put it back to Academic and everything will be OK. For some reason it currently shows new Skills as having Academic selected, but the Skill itself believes that its Category is blank. (IMG:style_emoticons/default/nyahnyah.gif)
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Oct 12 2011, 09:33 PM
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#2427
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 221
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Oct 12 2011, 09:52 PM
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#2428
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Great list of fixes.
Thanks Nebular. |
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Oct 13 2011, 01:26 AM
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#2429
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Target ![]() Group: Members Posts: 13 Joined: 2-October 11 Member No.: 39,588 |
Ceramic/Plasteel Components are not missing any tags. <modcostmultiplier> only affects the cost of Mods. The modify the cost of the whole Weapon which includes Mods and Accessories. It will not affect the Availability of installed components for now - plugins have no knowledge of other plugins. Whoops, I don't know what I was smoking, but I see what caused my flawed findings. The cost of the mod on the Select Weapon Mod screen shows the cost correctly if you have the Ceramic/Plasteel mod installed for a weapon. When you actually add the mod, the mod cost listed when you select it is the base cost, but the total cost listed on the weapon is correct. |
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Oct 13 2011, 03:55 AM
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#2430
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Regardless of any actual updates my Chummer always opens the update-window and shows me the french translation "update" which I canīt even download(selecting wonīt do anything).
I always have to close that useless window- after that everything works properly. EDIT: And please alter the way splash-grenades(and capsule ammo) work: After selecting such ammo/grenades Chummer could ask for a chemical/drug to insert, which would then alter the name of the grenade/ammo to "Splash Grenade (Chemical/Drug)" and insert a unique entry(so Splash grenades with different fillings wonīt mix anymore). --> Grenades/Ammo filled with special/unofficial ingrediants could still be inserted with "Empty" and further described in the famous Notes. (IMG:style_emoticons/default/smokin.gif) Nice to see, that your still kicking with the same effort for chummer! (IMG:style_emoticons/default/smile.gif) |
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Oct 13 2011, 04:24 AM
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#2431
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Running Target ![]() ![]() ![]() Group: Dumpshocked Posts: 1,003 Joined: 3-May 11 From: Brisbane Australia Member No.: 29,391 |
Could it be the auto-update?
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Oct 13 2011, 04:43 AM
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#2432
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
EDIT: And please alter the way splash-grenades(and capsule ammo) work: After selecting such ammo/grenades Chummer could ask for a chemical/drug to insert, which would then alter the name of the grenade/ammo to "Splash Grenade (Chemical/Drug)" and insert a unique entry(so Splash grenades with different fillings wonīt mix anymore). --> Grenades/Ammo filled with special/unofficial ingrediants could still be inserted with "Empty" and further described in the famous Notes. (IMG:style_emoticons/default/smokin.gif) This one isn't going to happen. You can buy the empty shell without chemicals or anything else. Creating an Empty item would result in these behaving in a very different manner from anything else that accept plugins. Nothing else that requires or that can accept plugins automatically asks you to select another piece of Gear (for example, Commlinks don't ask you to select an OS), so these won't be an exception to the rule. All this would end up doing is re-opening the Select Gear window which would be very misleading as it would have the exact same behaviour as the Add & More button. It also turns an option into a forced choice, even if that choice ends up being "Empty". |
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Oct 13 2011, 07:40 AM
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#2433
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Being able to break items into stacks will help this then.
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Oct 14 2011, 08:24 AM
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#2434
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
Programs!
Was messing around with Matrix Programs and ran into a few bugs/issues. 1) Several of the Program Options are apparently conflicting with other gear of the same name. The ones I have found so far are Optimization, Overdrive, and Targeting, though I suspect there are a couple of others. 2) There's no "Hacked" checkbox option for Program Options. 3) Programs should have a Capacity equal to half their rating for Program Options, but currently all display "0 (0 remaining)". Adding a Capacity tag to their Gear.XML entry causes Chummer to crash when adding the program to the Gear list. -k |
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Oct 14 2011, 10:35 AM
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#2435
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Alright- I understand that that option is not available then.
Is their no way though, to somehow clarify for how many round/grenades the bought plug-in chemical is destined? -> You have bought 4 Splash-Grenades and as a plugin add 2 doses of Neurostun. a) Those two doses could be shown as a plugin with a quantity. b) in the Weapon-Tab those Plug-Ins could count as ammo(would need some recoding, right? But i bet its possible (IMG:style_emoticons/default/smile.gif) )(making use of reloading and such). c)Additional substances would also appear(like 1 Narcoject and 1 Pepperpunch) in with a quantity [Showing: 2 Neurostun, 1 Narcoject, 1 Pepperpunch] and be available as alternative ammo for Splash-Grenades in the Weapon-Tab(Change type with reloading). Thinks I guess would need (a bit?) recoding: -Plugins[Chemicals ec.] for Splash-Grenades count as ammo for that "weapon" ->those plugins have a quantity(sometimes you want 20 doses of neurostun for 25 Splash-Grenades (IMG:style_emoticons/default/nyahnyah.gif) ). This would be quite some work I guess, but the way Chummer currently handles Splash-Grenades/CapsuleRounds and the like is about the only thing(the way i see it) not sufficiently implemented yet. It would be plain awesome, if this "flaw" would disappear from Chummers otherwise AWESOME feature-list. (IMG:style_emoticons/default/smile.gif) |
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Oct 14 2011, 12:04 PM
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#2436
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 |
Being able to break items into stacks will help this then. It would also be nice to be able to stack items after buying them. Let's say I have 3 fiberoptic cables but I would need to more for a job. I'll end up with 3 cables + 2 cables. I could also delete de 3 cables and buy 5 cables for the price of two cables but it's a bit complicated. (IMG:style_emoticons/default/biggrin.gif) Or leave the possibility to use the 'buy ammo' button now for other items it's greyed now. I'm thinking about slap patches, cables, optical taps, RFID tags, restraints (for my current character) but I'm sure that there's a lot of other item that could use this possibility. |
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Oct 14 2011, 12:47 PM
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#2437
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Programs! Was messing around with Matrix Programs and ran into a few bugs/issues. 1) Several of the Program Options are apparently conflicting with other gear of the same name. The ones I have found so far are Optimization, Overdrive, and Targeting, though I suspect there are a couple of others. 2) There's no "Hacked" checkbox option for Program Options. 3) Programs should have a Capacity equal to half their rating for Program Options, but currently all display "0 (0 remaining)". Adding a Capacity tag to their Gear.XML entry causes Chummer to crash when adding the program to the Gear list. -k 1) Aw nuts. I was afraid this would happen at some point. I believe the solution for it is mostly in place - I'll have to double-check and finish it off. 2) Can you hack program options? 3) I'll have to look into this. There's nothing special about how Programs are stored to the capacity tag should work... |
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Oct 14 2011, 12:51 PM
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#2438
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Already- I understand that that option is not available then. Is their no way though, to somehow clarify for how many round/grenades the bought plug-in chemical is destined? -> You have bought 4 Splash-Grenades and as a plugin add 2 doses of Neurostun. a) Those two doses could be shown as a plugin with a quantity. b) in the Weapon-Tab those Plug-Ins could count as ammo(would need some recoding, right? But i bet its possible (IMG:style_emoticons/default/smile.gif) )(making use of reloading and such). c)Additional substances would also appear(like 1 Narcoject and 1 Pepperpunch) in with a quantity [Showing: 2 Neurostun, 1 Narcoject, 1 Pepperpunch] and be available as alternative ammo for Splash-Grenades in the Weapon-Tab(Change type with reloading). Thinks I guess would need (a bit?) recoding: -Plugins[Chemicals ec.] for Splash-Grenades count as ammo for that "weapon" ->those plugins have a quantity(sometimes you want 20 doses of neurostun for 25 Splash-Grenades (IMG:style_emoticons/default/nyahnyah.gif) ). This would be quite some work I guess, but the way Chummer currently handles Splash-Grenades/CapsuleRounds and the like is about the only thing(the way i see it) not sufficiently implemented yet. It would be plain awesome, if this "flaw" would disappear from Chummers otherwise AWESOME feature-list. (IMG:style_emoticons/default/smile.gif) Plugins do not have a quantity of their own as they apply to the whole stack of items. If you have a stack of 5 Gas Grenades then add a Toxin plugin to them, all 5 now have that Toxin plugin. If you need 2 Neurostun, 1 Narcoject, and 1 Pepperpunch Grenade, you'd create a stack of 2 Gas Grenades and then 2 stacks of 1 Grenade, adding the appropriate plugins to each. They're handled this way so that every time you throw a Neurostun Grenade, you only need to decrease the quantity of the Grenade itself, not decrease the Grenade quantity then decrease the plugin quantity (this also gets around players forgetting that they'd need to reduce both). It's not such a big deal for individual thrown Grenades, but it becomes a bigger deal when you're dealing with Grenade Launchers that can load and fire multiple rounds at once. |
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Oct 14 2011, 12:58 PM
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#2439
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
It would also be nice to be able to stack items after buying them. Let's say I have 3 fiberoptic cables but I would need to more for a job. I'll end up with 3 cables + 2 cables. I could also delete de 3 cables and buy 5 cables for the price of two cables but it's a bit complicated. (IMG:style_emoticons/default/biggrin.gif) Or leave the possibility to use the 'buy ammo' button now for other items it's greyed now. I'm thinking about slap patches, cables, optical taps, RFID tags, restraints (for my current character) but I'm sure that there's a lot of other item that could use this possibility. I actually finished writing this last night! You can split a stack, specifying how many items should go into the new stack which appears in the same location as the current item, as well as having the ability to merge stacks. So if you have 2 cables on hand and 10 sitting in Location X, you can select the cable in Location X, click merge, choose the stack you want to add it to (it opens another window and lists all of the Gear you have that match the current item exactly (meaning name, Rating, and all plugins must match exactly - this prevents you from incorrectly adding an Arrow with a Stick-n-Shock tip to a stack of Arrows with Hammerhead tips), choose the number to move, and off ya go! The Select Gear window now has a Stack checkbox when you're in Career Mode. When it's checked, the app looks for an exact match on name, Rating, and Category. If it finds a match, it adds the selected item to the first match it finds. The buy ammo button still works exactly as it does, opening the window with the current item already selected, and adding the new amount to the currently selected stack. |
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Oct 14 2011, 02:20 PM
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#2440
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
1) Aw nuts. I was afraid this would happen at some point. I believe the solution for it is mostly in place - I'll have to double-check and finish it off. The most obvious long term solution would be to assign every piece of gear a unique internal "item number", treating the gear's actual name as merely fluff, but I imagine this would be a bit of work. 2) Can you hack program options? I don't see why not. Most of Unwired treats them as any other software, and page 118 specifically says you can code them like other software. 3) I'll have to look into this. There's nothing special about how Programs are stored to the capacity tag should work... I think it may be the way I formatted the formula, on further testing. I was adding "<capacity>Rating * 0.5</capacity>" to an entry and it threw the error. When I just put "Rating" it was fine. I'm not sure how Chummer handles division math, actually. -k |
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Oct 14 2011, 02:26 PM
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#2441
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
I actually finished writing this last night! You can split a stack, specifying how many items should go into the new stack which appears in the same location as the current item, as well as having the ability to merge stacks. So if you have 2 cables on hand and 10 sitting in Location X, you can select the cable in Location X, click merge, choose the stack you want to add it to (it opens another window and lists all of the Gear you have that match the current item exactly (meaning name, Rating, and all plugins must match exactly - this prevents you from incorrectly adding an Arrow with a Stick-n-Shock tip to a stack of Arrows with Hammerhead tips), choose the number to move, and off ya go! The Select Gear window now has a Stack checkbox when you're in Career Mode. When it's checked, the app looks for an exact match on name, Rating, and Category. If it finds a match, it adds the selected item to the first match it finds. The buy ammo button still works exactly as it does, opening the window with the current item already selected, and adding the new amount to the currently selected stack. Yay! |
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Oct 14 2011, 02:32 PM
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#2442
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 |
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Oct 14 2011, 03:27 PM
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#2443
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The most obvious long term solution would be to assign every piece of gear a unique internal "item number", treating the gear's actual name as merely fluff, but I imagine this would be a bit of work. I don't see why not. Most of Unwired treats them as any other software, and page 118 specifically says you can code them like other software. I think it may be the way I formatted the formula, on further testing. I was adding "<capacity>Rating * 0.5</capacity>" to an entry and it threw the error. When I just put "Rating" it was fine. I'm not sure how Chummer handles division math, actually. -k The problem with unique IDs and manually generated XML files is that I'd need to manually create a new ID each time, as would anyone creating custom data. Gear seems to be the only place where it's an actual issue. It shouldn't be a big deal to fix since most of it is already done - it just needs to match an item by the name and category tags instead of just the name. I'm fairly certain that the Create and Career Mode windows handle it properly. It might just be an issue with the Select Gear window itself since it reports both the name of the selected item and its Category. Guess I'll add Hacked for Program Options then! It's really just a cost modifier anyways. The app would really let you hack anything if I didn't put in the check to say only show that checkbox if it's Matrix Software. (IMG:style_emoticons/default/wink.gif) I think it's the 0.5 in that expression that's messing it up. If you have an odd number Rating you'll end up with a decimal value instead of an integer. I think Gear just assumes its Capacity results in an integer value and doesn't actually check (since everything in there right now is Rating * a whole number), so when it tries to treat it as an integer it vomits in terror instead. I'll be fixin' that up for the next update. |
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Oct 14 2011, 09:52 PM
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#2444
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 223
When Stacking, Gear is matched by the combination of Name, Category, Rating, and selected values (such as selected Weapon Category or text). When clicking the + button next to Qty on the Gear tab, the selected item is the stack you will be adding to. When clicking the Add Gear button, the application adds the item to the first matching instance of Gear it can find. Multiple-Clip Weapons Career Mode now supports loading each clip of a multiple-clip Weapon (like the Yamaha Sakura Fubuki) individually. Each can have its own type of Ammo loaded and their counts and stats are tracked individually. When an Ammo slot is selected, the Ammo count, Weapon AP, Weapon Damage, and Weapon RC are updated to reflect the currently-selected Ammo. Clicking the Fire and Reload buttons affect the currently-selected Ammo slot. New Strings
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Oct 14 2011, 09:53 PM
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#2445
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
If you need 2 Neurostun, 1 Narcoject, and 1 Pepperpunch Grenade, you'd create a stack of 2 Gas Grenades and then 2 stacks of 1 Grenade, adding the appropriate plugins to each. I actually finished writing this last night! You can split a stack, specifying how many items should go into the new stack which appears in the same location as the current item, as well as having the ability to merge stacks. SPLENDID! This is everything we need! (IMG:style_emoticons/default/biggrin.gif) I just finished searching for(and not finding) a way to split stacks, because I thought you had already implemented it and I missed it(even though i read every updatesummary). Then i saw the second quote. (IMG:style_emoticons/default/nyahnyah.gif) I hope you... frag that... i see the Update right now... I love you! (IMG:style_emoticons/default/love.gif) |
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Oct 14 2011, 10:19 PM
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#2446
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Not-yet-implemented Idea:
Sort "Selected Weapons" and "Selected Armor" per drag and drop like Gear? |
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Oct 14 2011, 10:31 PM
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#2447
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
3 posts after another suck, but i remember u said at some point, that you often oversee edits, so here we go:
QUOTE Regardless of any actual updates my Chummer always opens the update-window and shows me the french translation "update" which I canīt even download(selecting wonīt do anything). I always have to close that useless window- after that everything works properly. ->Should i redownload the chummer-exe, or is it a known problem? |
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Oct 14 2011, 10:32 PM
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#2448
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
New Idea: Sort "Selected Weapons" and "Selected Armor" per drag and drop like Gear? New, not sure (IMG:style_emoticons/default/smile.gif) Why not add vehicules, armors and lifestyles along with it? |
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Oct 14 2011, 10:37 PM
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#2449
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
New, not sure (IMG:style_emoticons/default/smile.gif) Why not add vehicules, armors and lifestyles along with it? Well, but a "not-yet-implemented" one. (IMG:style_emoticons/default/wink.gif) And yes, that is seconded. (IMG:style_emoticons/default/biggrin.gif) |
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Oct 14 2011, 11:47 PM
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#2450
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Stacking is awesome(thanks!), but I canīt add chemicals and the like as a plugin to capsule-rounds(Splash Grenades seem to work great now, though).
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