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> Chummer Character Generator
deurk
post Oct 18 2011, 01:42 PM
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QUOTE (Nebular @ Oct 18 2011, 01:33 PM) *
Ugh. Apparently Gear plugins were assumed to consume their Capacity from a parent even if they didn't use the square brackets to indicate that they should. I'll have this corrected in the next version so that Gear consumes 0 Capacity as a plugin unless it actually cotains [value].

w00t!

Also, what could be done for the default package of sensors coming from a Vehicule Sensor?
Page 105 of Arsenal lists an example of the sensors a vehicule could be equipped with but in Chummer, one has to pay for each and every sensor at creation.

That reminds me, is there also a way to have Vehicules Rating matching the first paragraph of Vehicule and Drone Rules, page 102 of Arsenal?
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Nebular
post Oct 18 2011, 02:37 PM
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QUOTE (Jazz @ Oct 15 2011, 06:22 PM) *
* most of your alphabetic sorting is made using the english names, not the translated ones.

* all book abreviations are the english abreviation (example "DG p.3" should be "GN p.3" in french). I'd love to use the french ones so no confusion is possible. You should use SR4A and not SR4 btw.

* some hardcoded english text is left (like mentor ruletexts for exemple)

* I'll ask a special "Verify" feature in addition of the very handy current one. It's not for this week or the next one, it's only for after I have a full translated version :

* I'd love your translating/parsing process to be multithreaded : this takes a lot of time at char opening. For exemple, say one thread pick the first xml, translate it, the second thread take the second xml, and so on until all core are mapped with threads. Then when a thread finish its translation, it take another xml until no xml is left.

Sorting will be cleaned up in the next update. Most of the stuff is already sorted by the translated name - the biggest ones that weren't translated which were really bugging me were Skill Groups and Active Skills (that French one would be a nightmare to find anything in when it's sorted by the English names). There were a few others like Spells that just weren't sorted at all - so the Spell, Complex Form, Martial Arts, Skill Groups, and Active Skills lists will be sorted by their translated name in the next update.

Book abbreviations do work - looking at the last version of the translation file you sent me, you just need to include the <code> tag for each item. So Digital Grimoire's entry should look like this:
CODE
<book>
    <name>Digital Grimoire</name>
    <translate>Le Grimoire numérique</translate>
    <code>GN</code>
</book>


As far as existing hard-coded English strings and things like the Mentor texts, let's get the current stuff nailed down first, then we can identify what's working, what isn't, and what has been completely forgotten.

Verify Data File will be in the next update, next to the existing Verify button. It'll go through all of the data files and report back what's missing, writing everything out to an XML file. I tried it with the translation file I have and it seems to work, so we'll see how it goes.

I'm going to try and take look at multithreading eventually. At the moment, it's loading a character that's actually the slow part of the operation and that doesn't touch any other data file (which load translations if applicable). At some point I need to actually sit down and just spend some time to try and optimise some things, but other stuff just keeps poppin' up. (IMG:style_emoticons/default/smile.gif)
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deurk
post Oct 18 2011, 02:41 PM
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QUOTE (Nebular @ Oct 18 2011, 02:37 PM) *
At the moment, it's loading a character that's actually the slow part of the operation

Switching for the first time to the Skills tab also takes a bit of time (IMG:style_emoticons/default/wink.gif)
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Nebular
post Oct 18 2011, 02:42 PM
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QUOTE (deurk @ Oct 18 2011, 08:42 AM) *
w00t!

Also, what could be done for the default package of sensors coming from a Vehicule Sensor?
Page 105 of Arsenal lists an example of the sensors a vehicule could be equipped with but in Chummer, one has to pay for each and every sensor at creation.

That reminds me, is there also a way to have Vehicules Rating matching the first paragraph of Vehicule and Drone Rules, page 102 of Arsenal?

I decided to leave the sensor package options out since they were "suggested" standard stuff, figuring it's better to just let players add whatever they like instead of stripping out a handful of compoments they don't want.

Device Rating for vehicles is in the data. For some reason I just never added it to the actual display information for the Vehicle. No idea why. I'll add this in the next update.
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Nebular
post Oct 18 2011, 02:43 PM
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QUOTE (deurk @ Oct 18 2011, 09:41 AM) *
Switching for the first time to the Skills tab also takes a bit of time (IMG:style_emoticons/default/wink.gif)

Yup! Happens in English too, but the initial load of a character itself is the big hit. Like I said, optimisations need to happen. (IMG:style_emoticons/default/biggrin.gif)
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deurk
post Oct 18 2011, 02:45 PM
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QUOTE (Nebular @ Oct 18 2011, 02:42 PM) *
I decided to leave the sensor package options out since they were "suggested" standard stuff, figuring it's better to just let players add whatever they like instead of stripping out a handful of compoments they don't want.

Device Rating for vehicles is in the data. For some reason I just never added it to the actual display information for the Vehicle. No idea why. I'll add this in the next update.

Another thing down, thanks.

For the sensors, I suppose the way would be to buy the vehicule without them and add them for free after the creation process if finished and marked complete, or do you think it would be better to include an optionnal checkbox "Part of the initial vehicule cost"?
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Nebular
post Oct 18 2011, 02:53 PM
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QUOTE (deurk @ Oct 18 2011, 09:45 AM) *
Another thing down, thanks.

For the sensors, I suppose the way would be to buy the vehicule without them and add them for free after the creation process if finished and marked complete, or do you think it would be better to include an optionnal checkbox "Part of the initial vehicule cost"?

I'd just go with free since they ones listed rolled into the cost of the Sensor. It's up to the GM at that point as to whether the non-defualt items would be free or cost you Nuyen.
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deurk
post Oct 18 2011, 03:02 PM
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Okey dokey.
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drakir
post Oct 18 2011, 04:56 PM
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Fantastic program. I'm learning rules just making characters.
Some small things that I hope is easy to fix:
-Focused Concentration does not add to the Resist Drain calculations under Spells and Spirits
-The skill bonuses from Mentor spirits "other" (ie Dark King bonus to assensing and perception) is missing. Animal mentor spirits works fine.
-Cultured Bioware should not be able to be bought as grade "second hand". (All my Chummer characters (even the magicians) want synaptic boosters and trauma dampers for half price and they will not believe me when I tell them even a perfect program can have some small flaws.) (IMG:style_emoticons/default/smile.gif)

Thanks for the best character generator I have ever seen
/Drakir
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ChatNoir
post Oct 18 2011, 05:20 PM
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About the gear categories that Jazz mentioned earlier, they are certainly painful at times, but they also suggest some things you would have missed during character creation (as we ended up scannig almost all categories to find what you want (IMG:style_emoticons/default/biggrin.gif) ).
So it's not all bad. (IMG:style_emoticons/default/wink.gif)
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Nebular
post Oct 18 2011, 06:23 PM
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On the subject of performance: I have made a rather significant change that seems to have cut load time by 50%-70% and makes everything a little quicker (and will be in the next update). The XmlManager now caches most of the information when information from an XML file is requested. It caches the base data file merged the translation information but does not cache the content from custom data files. If it did that you wouldn't be able to use newly-created PACKS Kits or Cyberware Suites until you restarted the app. Caching is done when a file is requested for the first time, so it won't bother to load the Critter Power information until you use do something that requires access to it. Each time a request is made, it checks the time stamp of the physical file and its cached copy and reloads the file if it has changed (such as through the update process).
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Nebular
post Oct 18 2011, 06:25 PM
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QUOTE (drakir @ Oct 18 2011, 11:56 AM) *
Fantastic program. I'm learning rules just making characters.
Some small things that I hope is easy to fix:
-Focused Concentration does not add to the Resist Drain calculations under Spells and Spirits
-The skill bonuses from Mentor spirits "other" (ie Dark King bonus to assensing and perception) is missing. Animal mentor spirits works fine.
-Cultured Bioware should not be able to be bought as grade "second hand". (All my Chummer characters (even the magicians) want synaptic boosters and trauma dampers for half price and they will not believe me when I tell them even a perfect program can have some small flaws.) (IMG:style_emoticons/default/smile.gif)

Thanks for the best character generator I have ever seen
/Drakir

I'll take a look at these! (IMG:style_emoticons/default/biggrin.gif)
Focused Concentration will be fixed up in the next update. Any character that has it will need to remove the Quality then re-add it after they've updated to pick up the new Improvements.
The missing Mentor bonuses will also be added.
Cultured Bioware will be a little more tricky as it involves a couple of additional checks for things, but it really should do it anyways. Hopefull this one is in the next update too.
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deurk
post Oct 18 2011, 06:28 PM
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QUOTE (Nebular @ Oct 18 2011, 06:23 PM) *
On the subject of performance: I have made a rather significant change that seems to have cut load time by 50%-70% and makes everything a little quicker (and will be in the next update). The XmlManager now caches most of the information when information from an XML file is requested. It caches the base data file merged the translation information but does not cache the content from custom data files. If it did that you wouldn't be able to use newly-created PACKS Kits or Cyberware Suites until you restarted the app. Caching is done when a file is requested for the first time, so it won't bother to load the Critter Power information until you use do something that requires access to it. Each time a request is made, it checks the time stamp of the physical file and its cached copy and reloads the file if it has changed (such as through the update process).

Great news, you keep making me refresh that forum wayyyyy too often Nebular!
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Jazz
post Oct 18 2011, 11:30 PM
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From metatypes.xml
* the translated metatypes don't affich very well (fr-data very soon)

From gear.xml
* when adding an equipement, not all <category> are translated (ex ARE programs and the last item in the list)

From GUI translation
* Look what I did there :
<string>
<key>Label_RangeShort</key>
<text>Courte (-0)</text>
</string>
<string>
<key>Label_RangeMedium</key>
<text>Moyenne (-1)</text>
</string>
<string>
<key>Label_RangeLong</key>
<text>Longue (-3)</text>
</string>
<string>
<key>Label_RangeExtreme</key>
<text>Extrême (-6)</text>
</string>

==> There's the dicepool modifiers here. With the dicepool just next, this is neat !
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McDougle
post Oct 19 2011, 02:07 PM
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Some of the last updates were pretty neat(once again u implemented stuff i had hoped for (IMG:style_emoticons/default/wink.gif) ) and I´m happily anticipating the next! (IMG:style_emoticons/default/rotfl.gif) (IMG:style_emoticons/default/notworthy.gif)
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McDougle
post Oct 19 2011, 03:01 PM
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So because are currently working on sorting stuff and so on:

- Knowledge skills should either be dragable(is that a word?) or sorted by category(like active skills with different possibs like: 1.Language, 2.Street, 3.Interest, 4.Professional, 5.Academic or vice versa).
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Nebular
post Oct 19 2011, 03:07 PM
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QUOTE (drakir @ Oct 18 2011, 11:56 AM) *
-Cultured Bioware should not be able to be bought as grade "second hand". (All my Chummer characters (even the magicians) want synaptic boosters and trauma dampers for half price and they will not believe me when I tell them even a perfect program can have some small flaws.) (IMG:style_emoticons/default/smile.gif)

Just finished working on this so it will be in the next update. There were a few other quirks that this revealed that will also be fixed, such as all Bioware incorrectly having access to Alphaware (Second-Hand) and potentially other Cyberware-only Grades, and Symbionts and Genetic Infusions not being limited to Standard Grade only.
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Nebular
post Oct 19 2011, 03:12 PM
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QUOTE (McDougle @ Oct 19 2011, 10:01 AM) *
So because are currently working on sorting stuff and so on:

- Knowledge skills should either be dragable(is that a word?) or sorted by category(like active skills with different possibs like: 1.Language, 2.Street, 3.Interest, 4.Professional, 5.Academic or vice versa).

This one is tricky as the name or Category can change at any time and sorting those controls is actually really slow since you have to remove all of them, re-order them, then re-add them again. I'll take a look at trying to sort these as some point, but for now it's pretty low on the list.
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McDougle
post Oct 19 2011, 03:29 PM
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Well, Chummer could check it only at times when i select another way to sort k-skills. (IMG:style_emoticons/default/smile.gif) Despite from that Chummer could just leave them the way they are currently sorted and add new skills to the bottom as before. (IMG:style_emoticons/default/smile.gif)

Another thing that came to mind again just now:

-I would still love to be able to temporary hide the "Cyberware and Bioware" Column.
Many of my chars don´t use it at all, so it´s pretty much just consuming valuable space.

-> I Remember u said at some point, that it would also be hidden from other chars then, or not be available at all times, but why not make a "Hide/Unhide" Botton right beside the print-icon, or even add it to "Special"?
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McDougle
post Oct 19 2011, 04:11 PM
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And a new idea for the "Clothing"-problem:

Could Chummer handle a "Name Armor"-Feature for armor? It could work exactly like the one for weapons and vehicles and still enable us to bypass 4 stashes of "Clothing". (IMG:style_emoticons/default/eek.gif)

That way Clothing could turn into: Clothing ("brown HVR sportswear"), or Clothing ("brown NeckTie") and so on. (IMG:style_emoticons/default/biggrin.gif)
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McDougle
post Oct 19 2011, 04:57 PM
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And:

-Adept Power "Combat Sense" doesn´t add its bonus(1 per level) to Dodge(it grants a bonus for "defending against ranged and melee attacks" (p.195) so it should be applied to Dodge as well (IMG:style_emoticons/default/wink.gif) ).


EDIT:

Sorry for posting/demanding/recommendating so much today, but when I work on character I always find new bugs and ideas it seems ^^)
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Nebular
post Oct 19 2011, 05:12 PM
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QUOTE (McDougle @ Oct 19 2011, 11:57 AM) *
And:

-Adept Power "Combat Sense" doesn´t add its bonus(1 per level) to Dodge(it grants a bonus for "defending against ranged and melee attacks" (p.195) so it should be applied to Dodge as well (IMG:style_emoticons/default/wink.gif) ).


EDIT:

Sorry for posting/demanding/recommendating so much today, but when I work on character I always find new bugs and ideas it seems ^^)

Its bonus should not be added to Dodge. The Power grants a bonus to Reaction on Surprise Tests when defending against ranged and melee attacks. It makes no mention of Dodge. It is also a situational/conditional modifier and modifiers are never represented within the application if they are only applicable under cetain conditions.
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Nebular
post Oct 19 2011, 05:13 PM
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QUOTE (McDougle @ Oct 19 2011, 10:29 AM) *
Well, Chummer could check it only at times when i select another way to sort k-skills. (IMG:style_emoticons/default/smile.gif) Despite from that Chummer could just leave them the way they are currently sorted and add new skills to the bottom as before. (IMG:style_emoticons/default/smile.gif)

Another thing that came to mind again just now:

-I would still love to be able to temporary hide the "Cyberware and Bioware" Column.
Many of my chars don´t use it at all, so it´s pretty much just consuming valuable space.

-> I Remember u said at some point, that it would also be hidden from other chars then, or not be available at all times, but why not make a "Hide/Unhide" Botton right beside the print-icon, or even add it to "Special"?

Still not happening. I do not agree with hiding tabs that all characters technically have access to.
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Nebular
post Oct 19 2011, 05:14 PM
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QUOTE (McDougle @ Oct 19 2011, 11:11 AM) *
And a new idea for the "Clothing"-problem:

Could Chummer handle a "Name Armor"-Feature for armor? It could work exactly like the one for weapons and vehicles and still enable us to bypass 4 stashes of "Clothing". (IMG:style_emoticons/default/eek.gif)

That way Clothing could turn into: Clothing ("brown HVR sportswear"), or Clothing ("brown NeckTie") and so on. (IMG:style_emoticons/default/biggrin.gif)

Should be doable.
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McDougle
post Oct 19 2011, 05:26 PM
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1.
combat sense
Cost: .5 per level
Combat Sense provides an instinctive sense about an area and
any potential threats nearby. The character gains one die per level for
Reaction on Surprise Tests and when defending against ranged and
melee attacks.
--> It mentions defending on its own= for defend-rolls(like dodge)

2.
Hiding that tab would be temporary(and only if the user wants to; which he would have to do in "Special")-> no one would "loose" access to that tab- we could just hide it temporarily(using the "Special"-Menu) if we temporarily don´t need it(think about playing a mage with chummer for a night and not having to misclick on the wares-tab all the time(i know it happens to me quite often))(it would still be there, just in the background of chummer).
A simple click(or restarting the char in chummer/chummer) would reenable it.

@ giving names to armor: Thx! (IMG:style_emoticons/default/cyber.gif)
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