IPB
X   Site Message
(Message will auto close in 2 seconds)

Welcome Guest ( Log In | Register )

153 Pages V  « < 102 103 104 105 106 > »   
Closed TopicStart new topic
> Chummer Character Generator
McDougle
post Oct 21 2011, 06:53 PM
Post #2576


Moving Target
**

Group: Members
Posts: 206
Joined: 21-November 09
Member No.: 17,893



Attitude(found on page 173):

The "Microweave Spider" is missing(haven´t checked if all other items from the tables are included).
Go to the top of the page
 
+Quote Post
Nebular
post Oct 21 2011, 07:06 PM
Post #2577


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (McDougle @ Oct 21 2011, 01:53 PM) *
Attitude(found on page 173):

The "Microweave Spider" is missing(haven´t checked if all other items from the tables are included).

Noticed that the Medusa Extensions are missing as well. They'll be included in the next update.
Go to the top of the page
 
+Quote Post
Jazz
post Oct 21 2011, 08:26 PM
Post #2578


Moving Target
**

Group: Members
Posts: 196
Joined: 23-August 11
Member No.: 36,571



About the new gift / verify button :

* don't work for cyberware.xml's grades (these are correct in my file)
* don't work well for echoes (considers metamagic items as "should be echoes")
* don't work well in metatype.xml for metatypes' metavariants (doesn't stop at /name and read the whole line)

* verifies custom items (I made a custom armor and it's supossed to be in armor.xml : can we translate them aswell ?)
* verifies packs (I don't know if we have to translate them (suites) or not)

* for cyberware.xml, you probably forgot or overlook that post : http://forums.dumpshock.com/index.php?s=&a...t&p=1113252
* OMG lifestyles is bigger than I though. But <cost> tag omgwtfbbq is it ??? In Euro ?
* For spells.xml I don't understand where is "Napalm Wall" (DG 17) in spell.xml. I've got its statistics in Chummer but not in the xml, that's very strange. It's translation is in my file and I can see it translated in the "add a spell" list.

I hope I'll find soon a way to hide the items in the file if "exist = true" AND the only missing tag is <missing>code</missing> but I'm not sure I can.

Besides that list, it is the perfect tool we needed, I made a lot of correction tonigth (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
Nebular
post Oct 21 2011, 08:57 PM
Post #2579


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Jazz @ Oct 21 2011, 03:26 PM) *
About the new gift / verify button :

* don't work for cyberware.xml's grades (these are correct in my file)
* don't work well for echoes (considers metamagic items as "should be echoes")
* don't work well in metatype.xml for metatypes' metavariants (doesn't stop at /name and read the whole line)

* verifies custom items (I made a custom armor and it's supossed to be in armor.xml : can we translate them aswell ?)
* verifies packs (I don't know if we have to translate them (suites) or not)

* for cyberware.xml, you probably forgot or overlook that post : http://forums.dumpshock.com/index.php?s=&a...t&p=1113252
* OMG lifestyles is bigger than I though. But <cost> tag omgwtfbbq is it ??? In Euro ?
* For spells.xml I don't understand where is "Napalm Wall" (DG 17) in spell.xml. I've got its statistics in Chummer but not in the xml, that's very strange. It's translation is in my file and I can see it translated in the "add a spell" list.

I hope I'll find soon a way to hide the items in the file if "exist = true" AND the only missing tag is <missing>code</missing> but I'm not sure I can.

Besides that list, it is the perfect tool we needed, I made a lot of correction tonigth (IMG:style_emoticons/default/smile.gif)

Well those are some neat quirks. Good thing I never said it was perfect! (IMG:style_emoticons/default/wink.gif) I'll try to get some of these fixed up.

I've updated the Spells file to correct Napalm Wall. For some weird reason I had it entered as Napalm Water. Duh.
Lifestyle cost (like everything else) is in Nuyen. You don't need to actually translate the <costs> group since it's entirely numeric (and none of the code actually looks for translations in there). But yeah, Lifestyles is a surprisingly long file. (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
deurk
post Oct 21 2011, 10:01 PM
Post #2580


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



QUOTE (Nebular @ Oct 21 2011, 05:12 PM) *
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.

Does not for updates of data files!
It does behave that way only if program is changed. I'm interesting in all changes (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
McDougle
post Oct 21 2011, 10:45 PM
Post #2581


Moving Target
**

Group: Members
Posts: 206
Joined: 21-November 09
Member No.: 17,893



Ur asking a guy that is workin on a daily basis very close with his community, to post like 200percent more? (IMG:style_emoticons/default/grinbig.gif)
Go to the top of the page
 
+Quote Post
KarmaInferno
post Oct 22 2011, 04:31 AM
Post #2582


Old Man Jones
********

Group: Dumpshocked
Posts: 4,415
Joined: 26-February 02
From: New York
Member No.: 1,699



QUOTE (Nebular @ Oct 19 2011, 01:38 PM) *
1. That is still situational and not exclusive to Dodge. Unarmed Combat and Blades can also be used when defending against melee attacks. Dodge is also not exclusively used for defending against ranged and melee attacks as it can be to other perceived threats. Dodging out of the way of a vehicle while you're running across a street is the first thing that comes to mind and is neither a ranged or melee attack.

Vehicles hitting you, intentionally or not, sounds like it'd use ramming rules, no?

SR4A pg169 - "If a driver wants to ram something (or someone) with the vehicle, treat it as a melee attack. The target must be within the vehicle’s Walking or Running Range (a –3 dice modifier applies if the driver has to resort to running). The driver rolls Vehicle skill + Reaction +/– Handling to attack. The target rolls Dodge + Reaction if a pedestrian, or Vehicle skill + Reaction +/– Handling if driving another vehicle."

Are there any other attacks that are not "ranged" or "melee"?



-k
Go to the top of the page
 
+Quote Post
Dakka Dakka
post Oct 22 2011, 05:31 AM
Post #2583


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



QUOTE (KarmaInferno @ Oct 22 2011, 06:31 AM) *
Are there any other attacks that are not "ranged" or "melee"?
There are a lot of attacks that are not melee/ranged attacks (ramming, astral combat, indirect combat spells etc.). I don't however know of any attacks that are not treated as such.
To clarify what I mean, here is a real world analogy:
According to German law illegitimate children are to be treated the same as legitimate ones. This equality still does not give a child born out of wedlock married parents.
Go to the top of the page
 
+Quote Post
KarmaInferno
post Oct 22 2011, 06:21 AM
Post #2584


Old Man Jones
********

Group: Dumpshocked
Posts: 4,415
Joined: 26-February 02
From: New York
Member No.: 1,699



I suppose, then, the question is, "Are they treated as melee or ranged ENOUGH to count for Combat Sense?"

Given that it's supposed to be a mystic ability to foresee impending danger, I am inclined to say "yes", and am comfortable with that answer on both rules and fluff fronts.




-k
Go to the top of the page
 
+Quote Post
Dakka Dakka
post Oct 22 2011, 06:47 AM
Post #2585


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



QUOTE (KarmaInferno @ Oct 22 2011, 08:21 AM) *
I suppose, then, the question is, "Are they treated as melee or ranged ENOUGH to count for Combat Sense?"

Given that it's supposed to be a mystic ability to foresee impending danger, I am inclined to say "yes", and am comfortable with that answer on both rules and fluff fronts.
I think this is a good interpretation as well, however it is not in the rules that way. A houserule switch may be in order, unless there will be an erratum.
Go to the top of the page
 
+Quote Post
Nebular
post Oct 22 2011, 07:28 AM
Post #2586


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (deurk @ Oct 21 2011, 05:01 PM) *
Does not for updates of data files!
It does behave that way only if program is changed. I'm interesting in all changes (IMG:style_emoticons/default/smile.gif)

There is nothing that shows what data files have changed or what has changed in them apart from what I post here.
Go to the top of the page
 
+Quote Post
deurk
post Oct 22 2011, 09:19 AM
Post #2587


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



QUOTE (Nebular @ Oct 22 2011, 07:28 AM) *
There is nothing that shows what data files have changed or what has changed in them apart from what I post here.

There is the update popup that autoupdates them when the client starts! It does not state what has changed but just displays which files are changed, I'm good with that. I just wish I could have that screen frozen until I press a button to not miss it, that or any other way to be aware that a data file has changed.
Go to the top of the page
 
+Quote Post
deurk
post Oct 22 2011, 09:51 AM
Post #2588


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



Nebular,

In weapons.xml, US version has a 'Collapsible Heavy Pistol' completely absent from the FR version.
Do you think you could provide translaters with a way to hide an item that has not been translated so that it does not appear in English when another language is selected?
Maybe something like <translate>HIDDEN</translate> or something (IMG:style_emoticons/default/nyahnyah.gif)
Go to the top of the page
 
+Quote Post
drakir
post Oct 22 2011, 10:49 AM
Post #2589


Target
*

Group: Members
Posts: 6
Joined: 5-August 11
Member No.: 35,014



Think I found a strange bug. If I have a magician with more than one foci, there's an error message when I try to bond them.
Somtimes it ask for values for my other stuff (Fake Sin, toolkits)
Not related to rules, I think. Only restrictions to foci I can think of is Magic and Logic Attributes and those I think are working.

Thanks again for the massive amount of work you have done and are doing here.
/Drakir
Go to the top of the page
 
+Quote Post
Shortstraw
post Oct 22 2011, 02:30 PM
Post #2590


Running Target
***

Group: Dumpshocked
Posts: 1,003
Joined: 3-May 11
From: Brisbane Australia
Member No.: 29,391



If the rules say treat it as a melee attack you treat it as a melee attack with all the bonuses a defender usually gets against said attack.
Go to the top of the page
 
+Quote Post
McDougle
post Oct 22 2011, 02:48 PM
Post #2591


Moving Target
**

Group: Members
Posts: 206
Joined: 21-November 09
Member No.: 17,893



With so many people being of that opinion the Combat Sense-Bonus für Dodge should at least be implemented as a HouseRule(please). (IMG:style_emoticons/default/cyber.gif)
Go to the top of the page
 
+Quote Post
deurk
post Oct 22 2011, 05:29 PM
Post #2592


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



QUOTE (deurk @ Oct 22 2011, 09:51 AM) *
Nebular,

In weapons.xml, US version has a 'Collapsible Heavy Pistol' completely absent from the FR version.
Do you think you could provide translaters with a way to hide an item that has not been translated so that it does not appear in English when another language is selected?
Maybe something like <translate>HIDDEN</translate> or something (IMG:style_emoticons/default/nyahnyah.gif)

Actually, this item only appears in a table (page 23 of Arsenal) but nowhere in the text. Might just be a bug of the US version.
Go to the top of the page
 
+Quote Post
ShadowWalker
post Oct 22 2011, 07:51 PM
Post #2593


Moving Target
**

Group: Members
Posts: 676
Joined: 11-June 10
From: Thunder Bay, ON, Canada
Member No.: 18,696



The Camera and Microphone listed under Sensors should take up one Capacity when placed in a Drone/Vehicle Sensor Package and have an internal Capacity equal to their rating. Allowing for Visual and Audio enhancements placed within them.
The first part is working fine, but their internal capacity is not. It's letting you add any number to it, and always displays [1] (0 remaining).
But it's good that you can add items to it. I'm guessing that when that was added their data was not updated to reflect their internal Capacity.
Go to the top of the page
 
+Quote Post
Nebular
post Oct 22 2011, 08:43 PM
Post #2594


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (drakir @ Oct 22 2011, 05:49 AM) *
Think I found a strange bug. If I have a magician with more than one foci, there's an error message when I try to bond them.
Somtimes it ask for values for my other stuff (Fake Sin, toolkits)
Not related to rules, I think. Only restrictions to foci I can think of is Magic and Logic Attributes and those I think are working.

Thanks again for the massive amount of work you have done and are doing here.
/Drakir

That was a weird one. Managed to reproduce this with one of my players' characters. This will be fixed in the next update.
Go to the top of the page
 
+Quote Post
Nebular
post Oct 22 2011, 08:45 PM
Post #2595


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (ShadowWalker @ Oct 22 2011, 02:51 PM) *
The Camera and Microphone listed under Sensors should take up one Capacity when placed in a Drone/Vehicle Sensor Package and have an internal Capacity equal to their rating. Allowing for Visual and Audio enhancements placed within them.
The first part is working fine, but their internal capacity is not. It's letting you add any number to it, and always displays [1] (0 remaining).
But it's good that you can add items to it. I'm guessing that when that was added their data was not updated to reflect their internal Capacity.

Just updated the Gear data file to correct this.
Go to the top of the page
 
+Quote Post
Nebular
post Oct 22 2011, 08:47 PM
Post #2596


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (deurk @ Oct 22 2011, 04:19 AM) *
There is the update popup that autoupdates them when the client starts! It does not state what has changed but just displays which files are changed, I'm good with that. I just wish I could have that screen frozen until I press a button to not miss it, that or any other way to be aware that a data file has changed.

The way around this then is to just check the date on the files in the \data directory then. There's no point in adding a special window for this, and modifying the Update window to always stay open even when set to be automatic which closes the window when it's done sort of defeats the purpose. (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
Nebular
post Oct 22 2011, 08:50 PM
Post #2597


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (deurk @ Oct 22 2011, 04:51 AM) *
Nebular,

In weapons.xml, US version has a 'Collapsible Heavy Pistol' completely absent from the FR version.
Do you think you could provide translaters with a way to hide an item that has not been translated so that it does not appear in English when another language is selected?
Maybe something like <translate>HIDDEN</translate> or something (IMG:style_emoticons/default/nyahnyah.gif)

Sorry, I won't allow translations or any external files hide anything. Translation files are there to change the names of things, not determine what can or cannot be seen.
Go to the top of the page
 
+Quote Post
Nebular
post Oct 22 2011, 09:20 PM
Post #2598


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Jazz @ Oct 21 2011, 03:26 PM) *
About the new gift / verify button :

* don't work for cyberware.xml's grades (these are correct in my file)
* don't work well for echoes (considers metamagic items as "should be echoes"
* verifies custom items (I made a custom armor and it's supossed to be in armor.xml : can we translate them aswell ?)

I might have entered the wrong tags in the example file I originally gave you, but the Echo information you have in the translation file are wrong. The tags for Echoes should be <echoes> and <echo>, not <metamagics> and <metamagic>. The tags should match what's in the core data files.

It should not verify custom data files as they are not covered under translations. This is partially because people will create any number of things and there's no guarantee that people will use truly unique names, the number of custom data files someone may have, and it makes distributing custom data much more difficult as you'd then need a translation file and it covers all data items for the application, not just the ones in the custom data file(s).

Cyberware Grades are also not correct in your file (again, this might have been me entering incorrect examples as well). Here is the correct code for translated Cyberware Grades:
CODE
        <grades>
            <grade>
                <name>Standard</name>
                <translate>Standard</translate>
                <code>SR4</code>
            </grade>
            <grade>
                <name>Standard (Second-Hand)</name>
                <translate>Standard (Occasion)</translate>
                <code>SR4</code>
            </grade>
            <grade>
                <name>Alphaware</name>
                <translate>Alphaware</translate>
                <code>SR4</code>
            </grade>
            <grade>
                <name>Alphaware (Second-Hand)</name>
                <translate>Alphaware (Occasion)</translate>
                <code>SR4</code>
            </grade>
            <grade>
                <name>Betaware</name>
                <translate>Betaware</translate>
                <code>SR4</code>
            </grade>
            <grade>
                <name>Deltaware</name>
                <translate>Deltaware</translate>
                <code>SR4</code>
            </grade>
            <grade>
                <name>Standard (Adapsin)</name>
                <translate>Standard (Adapsin)</translate>
                <code>SR4</code>
            </grade>
            <grade>
                <name>Standard (Second-Hand) (Adapsin)</name>
                <translate>Standard (Occasion) (Adapsin)</translate>
                <code>SR4</code>
            </grade>
            <grade>
                <name>Alphaware (Adapsin)</name>
                <translate>Alphaware (Adapsin)</translate>
                <code>SR4</code>
            </grade>
            <grade>
                <name>Alphaware (Second-Hand) (Adapsin)</name>
                <translate>Alphaware (Occasion) (Adapsin)</translate>
                <code>SR4</code>
            </grade>
            <grade>
                <name>Betaware (Adapsin)</name>
                <translate>Betaware (Adapsin)</translate>
                <code>SR4</code>
            </grade>
            <grade>
                <name>Deltaware (Adapsin)</name>
                <translate>Deltaware (Adapsin)</translate>
                <code>SR4</code>
            </grade>
        </grades>
Go to the top of the page
 
+Quote Post
Nebular
post Oct 22 2011, 10:00 PM
Post #2599


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



Build 231
  • adding free Qualities in Career Mode no longer asks you to confirm the Expense for 0 Karma
  • fixed an issue that prevented Lifestyles from being modified after being added to a character when using a non-English language
  • Enter key now rolls the dice when pressed in the Roll Dice window
  • included Accessories and Mods are now translated in the Select Weapon window
  • mount points are now translated in the Select Weapon window
  • added Arsenal French Content to list of sourcebooks
  • added additional Vehicles from the French version of Arsenal
  • added missing MicroWeave Spider and Medusa Extensions Drones from Attitude
  • Vehicles that come pre-equipped with multiple Weapons now place one Weapon on each Weapon Mount if possible
  • Advanced Lifestyles can now be modified by double-clicking on them
  • main character and general information sections can now be resized with a splitter
  • fixed an issue that would cause Bonding a Focus to attempt to create Improvements for the incorrect piece of Gear
  • translation file verification no longer compares against PACKS Kit data files
  • corrected the logic for verifying Metavariant translations
  • added a Notes tab in Career Mode to record general gameplay notes
New Strings
  • String_MountTop
  • String_MountUnder
  • String_MountBarrel
  • Tab_Notes
Go to the top of the page
 
+Quote Post
deurk
post Oct 22 2011, 10:04 PM
Post #2600


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



Whoohoo! Nice one Nebular. Your reaction time keeps going down! Amazing.
Go to the top of the page
 
+Quote Post

153 Pages V  « < 102 103 104 105 106 > » 
Closed TopicStart new topic

 



RSS Lo-Fi Version Time is now: 13th April 2022 - 03:58 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.