My Assistant
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Oct 20 2011, 04:34 PM
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#2551
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Chummer throws an error about capacity, when you add more than one program as a plugin to a commlink (the Hermes Ikon at least) Where do you get the cost of 200„ for the custom OS? BTW where does it say that you can code or buy a custom OS? I can't find it in the books. It can't be true that commlink Firewall is caped at 5 (best stock FW +2). The cost on Custom OS should actually be 0„. This was probably something I missed when copy/pasting with another OS. It's really just there to add flexibility for players/GMs that allow a character to either build their own Commlink from scratch, write their own OS, or effectively have a custom OS without having to create a custom data file item. It doesn't take any plugins besides General (like the other Operating Systems) but shows that the Commlink at least has an OS. I've updated the Gear file to correct the cost. Commlinks will support things all the way up to Rating 10, but as SR4A 222 under Upgrading Devices mentions (and you already pointed out), each part of a device can only be upgraded by +2. With all of the currently available Operating Systems having a max Firewall of 3, they'll only be allowed to go up to 5. If you add the Custom OS as the only Operating System to a Commlink, the Commlink will be allowed to choose up to Firewall (and System) 10 when adding OS Upgrade plugins. If someone creates their own OS in a custom data file and gives it a Firewall of 8, the Commlink it's attached to will also have the option of going up to Firewall 10. So all of that data is there but its visibility is limited by the devices. (IMG:style_emoticons/default/smile.gif) There's a bug in the current build that is treating all items as consuming Capacity instead of just items that have square brackets. This is fixed in the next update which should be available this evening. |
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Oct 20 2011, 05:32 PM
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#2552
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
Wow, I wish professional software had that response time.
Programs do not show up on the text only sheet. |
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Oct 20 2011, 06:12 PM
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#2553
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Yikes, that should have been corrected a long time ago. It's an artifact from when Gear couldn't be nested, so it assumed that all Matrix Programs should appear under a character's Commlink, even if they didn't have one. (IMG:style_emoticons/default/nyahnyah.gif) Both the Text-only and SR4 sheets have been updated to correct this.
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Oct 20 2011, 09:07 PM
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#2554
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
As promised!
Build 229
- added support for <drainresist /> to the Improvement Manager which improves a character's Drain Resistance pool - added support for <fadingresist /> to the Improvement Manager which improves a character's Fading Resistance pool - added a Verify Data File button to the Options window to verify the contents of data translation files (verifies only the content from selected books; like the Verify button, this is not needed unless you're working on translations) - added support for <rangebonus /> to Weapon Mods which increase or decreases a Weapon's Range by the specified percent - added <rangebonus /> to Barrel Extension and Barrel Reduction Weapon Mods - fixed an issue that caused Gear to assume that plugins should always consume Capacity, even when they do not contain square brackets to indicate that they should - Spell list is now sorted alphabetically within each Category - Complex Form list is now sorted alphabetically within each Category - Martial Arts list is now sorted alphabetically within each Category - Active Skills are now sorted in alphabetical order in non-English languages - Skill Groups are now sorted in alphabetical order in non-English languages - added Device field to the Vehicles tab to show the selected Vehicle's Device Rating - added <drainresist /> to Focused Concentration (Rating 1) and Focused Concentration (Rating 2) Qualities - fixed an issue with translations that had & in their names or translated values throwing errors when attempting to load them - Bioware Grade list in Create Mode now reads from the Bioware data file and presents only Grades that are actually available to them - Cultured Bioware is now properly limited to non-Second-Hand Grades - Symbionts and Genetic Infusions are properly limited to Standard Grade only - added support for naming Armor
- Menu_NameArmor - Message_SelectArmorName - String_ArmorName |
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Oct 20 2011, 09:20 PM
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#2555
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
W00T! (IMG:style_emoticons/default/cyber.gif)
Reading this made me think: -1-"Hawk Eye" = QUOTE see their unaugmented Weapon Range Modifiers reduced by 1 step (for instance, Long Range be-comes Medium Range). -> <rangebonus /> ? -2-Sort Spells in each category(let the player choose) by drain(ascending or descending; special drain like Damage-2 could sort alphabetically at the top or bottom of the "normal-drainers")? |
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Oct 20 2011, 09:26 PM
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#2556
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Works like a charm Nebular, thanks.
vehicles.xml:
That's all I found in the vehicles for now (IMG:style_emoticons/default/smile.gif) |
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Oct 20 2011, 09:35 PM
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#2557
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
For weapons, I notice that:
Also, using the verify data file, I get the following result at the end of results_fr.xml: [ Spoiler ] Are you sure you fixed that? (IMG:style_emoticons/default/nyahnyah.gif) Can you detail a bit what appears in that results file btw? |
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Oct 20 2011, 09:36 PM
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#2558
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
When a quality is added as "free" in career-mode, Chummer still asks if you want to spend karma for it, even though it doesn“t cost karma if you click "yes".
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Oct 20 2011, 10:02 PM
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#2559
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Somethings for A.I.'s.
After going over the Runners Companion recently looking at the rules for creating A.I. PCs. I've concluded the following. Inherent programs cannot be bought after creation. So for now having them added just at creation is fine. I would like to see an optional rule at a later date to allow for this, but for now, just having this functionality working would be great. Having the cost of 6 karma to add a new Inherent programs is I think fair. 2 for the base program and 2 for each of the program options. That would be inline with the cost of Complex Forms. The base rating for Inherent programs is based on the attribute as shown on the chart on page 89 of RC. Those are the only programs listed that can be used as Inherent Programs. Inherent programs can be upgraded to a max rating of the calculated attribute System times two. The cost in karma is equal to the new rating. All Inherent Programs have two options, and can only have these two options, Ergonomic and Optimization. There are two ways these options can be handled, one is to ignore them. Not my first pick. The other is to add a new version of both that is only attachable to Inherent programs. both should have no rating to them. Now comes the real kicker for AI. All of the primary mental stats can be decreased. What this means is that if their rating can decrease, and if it ever decreases so that the number of Inherent programs they have is greater than their rating then the number of Inherent Programs they have must be decreased so that it equals their new Rating. This does not happen if their rating increases, only if it decreases. They can not get back any lost Inherent Programs. (Unless the optional mentioned above is added in.) |
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Oct 20 2011, 11:13 PM
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#2560
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
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. If the creation code was to sort based on the data order then you could pass it the an instance of the control to the code that populates the control, display it. Then you can use that to sort the data, create a new control, pass it to the populate code, display it, and destroy the old control. |
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Oct 21 2011, 08:57 AM
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#2561
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Using French translation (does not happen in English), I cannot add months to any lifestyle, it stays at 1.
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Oct 21 2011, 11:40 AM
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#2562
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 |
Suggestion :
I thought it might be interesting to add an extra field (or tab) where players can note the important information on the various game sessions. Like a log with the objectives, the employer, information discovery, the people we met, special events, etc.. Of course, we can do that in a separate file (and that's what I'm going to do for now), but bring together all the important information in Chummer would also make sense. The Notes section exists but the fact that it appears on the character sheet limits it to a very specific type of notes (and it's not suitable for long text). |
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Oct 21 2011, 01:14 PM
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#2563
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
A few requests by fellow french community members:
Thanks. |
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Oct 21 2011, 01:18 PM
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#2564
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
I also have a question/suggestion of my own:
Do you have on your TODO list to have some sort of combat turn tracker? I mean it as something as simple as the Fire/Reload thingie for the weapons, but keeping track of combat turns for activated devices/powers/foci and such. That would also mean have a mean of activation for all of those, which could be a real thumbs-up, even without any kind of combat turn tracker. It would great to be able to toggle on/off a power, focus or other non-permanent effect (and see it replicated in stats or attributes). Thanks. |
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Oct 21 2011, 01:48 PM
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#2565
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Works like a charm Nebular, thanks. vehicles.xml:
That's all I found in the vehicles for now (IMG:style_emoticons/default/smile.gif) Vehicles file has been updated to correct these. I don't have access to a French version of the Arsenal to magically know what those 3 missing vehicles are, so you'd either have to provide that information for me or create a custom data file for 'em. (IMG:style_emoticons/default/wink.gif) |
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Oct 21 2011, 01:57 PM
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#2566
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
For weapons, I notice that:
Also, using the verify data file, I get the following result at the end of results_fr.xml: [ Spoiler ] Are you sure you fixed that? (IMG:style_emoticons/default/nyahnyah.gif) Can you detail a bit what appears in that results file btw? Yes, I fixed that item. In the Gear file it's now correctly called Grenade: Espirt Petite Brume. This was changed yesterday - you just need to correct the item name in the translation file. <noentry> means that an items exists in the translation file that does not exist in the base data files, so the translated item is orphaned and would never be used (basically to say "hey, you didn't give me the correct English name"). The other items are all generated when there's information missing and structured similar to the translation file (or at least as close as I could get it since it's completely dynamic). Each entry has an exists attribute that is either True or False. False means that the Verify process found something in the base data file that was not found in the translation file. True means that a match was found. <name> is the name of the item it attempted to find a match for. If a match was found, there could be a number of <missing> tags. <missing>code</missing> means that the sourcebook code was not provided in the translation file. <missing>page</missing> means that the page number was not provided in the translation file. <missing>translate</missing> means that the translated name was not provided in the translation file. The code and page items can be ignored since they're optional. If the code for a book is the same in English as it is in the translated language (for example, SR4), you don't need to provide it. The same goes for page. |
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Oct 21 2011, 02:09 PM
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#2567
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Great, now I know what to look for.
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Oct 21 2011, 02:16 PM
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#2568
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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Oct 21 2011, 02:17 PM
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#2569
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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Oct 21 2011, 02:18 PM
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#2570
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I also have a question/suggestion of my own: Do you have on your TODO list to have some sort of combat turn tracker? I mean it as something as simple as the Fire/Reload thingie for the weapons, but keeping track of combat turns for activated devices/powers/foci and such. That would also mean have a mean of activation for all of those, which could be a real thumbs-up, even without any kind of combat turn tracker. It would great to be able to toggle on/off a power, focus or other non-permanent effect (and see it replicated in stats or attributes). Thanks. It's one of those things I'd like to do at some point. For a while I thought I might not have to with there being some talk of other combat trackers that others might work on, but I may just end up doing my own and rolling it into Chummer. |
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Oct 21 2011, 02:24 PM
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#2571
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
It's one of those things I'd like to do at some point. For a while I thought I might not have to with there being some talk of other combat trackers that others might work on, but I may just end up doing my own and rolling it into Chummer. Seeing the quality and consistency of your work on Chummer, it would be the crown of SR software IMO. |
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Oct 21 2011, 02:30 PM
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#2572
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Vehicles file has been updated to correct these. I don't have access to a French version of the Arsenal to magically know what those 3 missing vehicles are, so you'd either have to provide that information for me or create a custom data file for 'em. (IMG:style_emoticons/default/wink.gif) Here you go. [ Spoiler ]
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Oct 21 2011, 04:54 PM
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#2573
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Nebular,
Could you add an 'OK' button that has to be clicked once the upgrade process is done before opening the application so that we can:
Thanks! |
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Oct 21 2011, 04:56 PM
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#2574
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Nebular, Could you add an 'OK' button that has to be clicked once the upgrade process is done before opening the application so that we can:
Thanks! After the download is done you can continue to read the change log. You just don't click the restart chummer button right away. |
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Oct 21 2011, 05:12 PM
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#2575
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
After the download is done you can continue to read the change log. You just don't click the restart chummer button right away. What he said! (IMG:style_emoticons/default/biggrin.gif) You can also find all of that information by either opening the changelog.txt file in your Chummer directory, or by going to Help > Revision History. The update process and Revision History window all ready from that text file. |
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