My Assistant
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Oct 27 2011, 11:56 AM
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#2726
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Can't seem to be able to use accented caracters in sheets (î, ë, ...), any idea why?
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Oct 27 2011, 12:37 PM
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#2727
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Jazz and I are proudly releasing today what might be the first full Chummer translation, based on all French available material.
Here are the required files (that do verify both verification processes you put in place Nebular): Once the small glitch with the caracters sheets using accented caracters is fixed, people will also be able to use translated printable sheets: |
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Oct 27 2011, 01:24 PM
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#2728
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Can't seem to be able to use accented caracters in sheets (î, ë, ...), any idea why? Just send you a message with the updated sheets. Two of them had accented characters that look like they were copied from somewhere that didn't encode them properly. I'm hoping I put in the right characters. I've found it easiest to just use the Character Map application that comes with Windows to grab accented characters. |
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Oct 27 2011, 01:25 PM
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#2729
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Jazz and I are proudly releasing today what might be the first full Chummer translation, based on all French available material. Here are the required files (that do verify both verification processes you put in place Nebular): Once the small glitch with the caracters sheets using accented caracters is fixed, people will also be able to use translated printable sheets: Very nice! (IMG:style_emoticons/default/biggrin.gif) It is indeed the first translation for Chummer. Well done guys, that was a ton of work! |
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Oct 27 2011, 01:37 PM
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#2730
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
There's a bug when equipping the Analyze program with program options. Somehow the capacity for options is allways zero regardless of the Analyze program rating. Funny, because it works correctly for all the other program types... -CJ Edit: Sorry, if that has been answered before, but how can I run a commlink with a custom OS? When I buy Firewall and System as plugins to a commlink from the Matrix Programs tab the ratings aren't used in the commlink stats. And when I buy them from the Commlink OS Upgrade tab the ratings are used for the commlink, but a firewall rating 6 now has an availability of 16, which is also wrong... Looks like I missed adding the Capacity information to Analyze. I've updated the Gear file to correct this. You will probably need to remove the Analyze program from your character and re-add it so it picks up the change. The Firewall and System Matrix Programs are just programs themselves, they're not designed to modify the Commlink itself. In order to modify a Commlink, you need to add the Firewall and System items from the Commlink Operating System Upgrad Category. There are the ones that directly affect Commlink stats. From what I can see, Avail of 16 for Rating 6 appears to be correct. Because they're hardware upgrades, they use the Hardware Upgrade Costs Table on SR4A 222, which shows Rating 6 of any Response/Signal/System/Firewall as being Avail 16. |
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Oct 27 2011, 02:06 PM
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#2731
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
Nothing should have it in Create Mode, although I see right now that Vehicles does. The problem with it being in Create Mode is that markups should not affect the item's actual market value, only the amount of Nuyen you spend on it. Create Mode only knows to look at an item's cost and deduct that from the character's starting Nuyen amount, as items never record what their markup amount is. I'll be removing the Markup field from Vehicles in Create Mode. There are perfectly good reasons why gear or vehicles would be more (or less!) expensive than baseline during character creation. Could there be a way to have a "price modifier" field in gear and vehicles in Create mode that simply adds or subtracts from the Nuyen pool separately? -k |
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Oct 27 2011, 02:32 PM
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#2732
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Just send you a message with the updated sheets. Two of them had accented characters that look like they were copied from somewhere that didn't encode them properly. I'm hoping I put in the right characters. I've found it easiest to just use the Character Map application that comes with Windows to grab accented characters. Ok, fixed them. Links are still pointing to the latest (now fixed) version. |
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Oct 27 2011, 02:37 PM
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#2733
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Target ![]() Group: Members Posts: 65 Joined: 12-July 08 Member No.: 16,137 |
Are you a courageous man and / or have courageous friends ? (IMG:style_emoticons/default/nyahnyah.gif) I don't get it ^^ |
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Oct 27 2011, 02:41 PM
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#2734
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
I don't get it ^^ It's quite a lot of work! There is a lot of terms to translate, lots of mistakes specific to language versions that are to be dealt with, some content that is not even available in the original version to take care of, and A BUCKLOAD of page references (since all page references are usually different from one language edition to the other). But with a bit of time, a few motivated friends, all the german resources and motivation, it can be done (and it feels great when it is, I can now get my GM on it!). We're available if you have questions or need help, I can't do much about translation though, I do not understand a single word of German. |
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Oct 27 2011, 02:59 PM
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#2735
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Target ![]() Group: Members Posts: 65 Joined: 12-July 08 Member No.: 16,137 |
It's quite a lot of work! There is a lot of terms to translate, lots of mistakes specific to language versions that are to be dealt with, some content that is not even available in the original version to take care of, and A BUCKLOAD of page references (since all page references are usually different from one language edition to the other). But with a bit of time, a few motivated friends, all the german resources and motivation, it can be done (and it feels great when it is, I can now get my GM on it!). We're available if you have questions or need help, I can't do much about translation though, I do not understand a single word of German. I dont even want a german version, we use english sourcebooks so it would be a shitload of work to translate even for us german people (IMG:style_emoticons/default/wink.gif) Things i have mentioned are all bugs in english version of chargen ;= Edit: But if you need help in translating into german, i guess i could help you out a bit. But at the moment it makes no sense at all to work on a german version of chummer, we dont even have all sourcebooks translated and its seems that wont change in brief. |
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Oct 27 2011, 06:56 PM
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#2736
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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 isn't doable because Vehicles are mixed content: Vehicles, Vehicle Mods, Weapons (plus Weapon Mods and Weapon Accessories), Gear, and Cyberware. Each of those primary object types is its own self-contained list of its own object type. The best it would be able to do is reorder within a given type, and even then it's only direct children of the Vehicle itself. (This is also why when a save file is loaded, the Vehicle list shows all of the Mods first, then all of the Gear, etc.) If changing the sort isn't possible would it be possible to put a node in the vehicles for the categories, mods, weapons, gear, etc, so that you can collapse, expand what you want to see and not see. this might make vehicles carrying lots of stuff easier to navigate. |
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Oct 27 2011, 07:03 PM
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#2737
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
I dont even want a german version, we use english sourcebooks so it would be a shitload of work to translate even for us german people (IMG:style_emoticons/default/wink.gif) Things i have mentioned are all bugs in english version of chargen ;= Edit: But if you need help in translating into german, i guess i could help you out a bit. But at the moment it makes no sense at all to work on a german version of chummer, we dont even have all sourcebooks translated and its seems that wont change in brief. Yeah, most germans clever enough to play Shadowrun also know decent english(i know of only a few exceptions). |
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Oct 27 2011, 07:10 PM
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#2738
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Having Enemies listed twice Under Negative Qualities and Enemies is complicated. I would suggest that it only be displayed in one place.
I have a character that I created a couple of days ago and was working on yesterday. When I opened the character it had -96 BP remaining. It should have 14. The right hand list shows the right amounts, but for some reason the total is completely wrong. If I delete everything it does two things. Edge shows up as costing 15 points. It's at it's max since it's an AI. Nothing I'm worried about, Free Spirit PCs might have the same problem. Two I have way less BP that I should have. 168 remaining. Add 15 for Edge and 110 for AI and there is a lot missing. I can recreate the character, but I don't want to if the same thing is going to happen. Edit: Just noticed, when I create a new character it doesn't start with 400 BP even though that's what the window says to start with it's getting 165 after paying for metatype and the 15 for edge. Free Spirits are even worse, they start with -235 remaining after race and 15 for edge. Other races don't seem to be affected by this. |
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Oct 27 2011, 07:55 PM
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#2739
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Moving Target ![]() ![]() Group: Members Posts: 315 Joined: 12-October 03 From: Germany, Regensburg Member No.: 5,709 |
Hm, when starting, Chummer shows me an (unselected) French data file, but doesn't download it. Selecting it changes nothing, as all the buttons are still inactive. Clicking the close window button starts chummer, but next time the screen pops up again and has to be closed manually.
Edit: Ah, checking for updates manually from Chummer allowed me to select and download the update. Perhaps worth to have a look at, anyway. |
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Oct 27 2011, 09:46 PM
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#2740
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Having Enemies listed twice Under Negative Qualities and Enemies is complicated. I would suggest that it only be displayed in one place. I have a character that I created a couple of days ago and was working on yesterday. When I opened the character it had -96 BP remaining. It should have 14. The right hand list shows the right amounts, but for some reason the total is completely wrong. If I delete everything it does two things. Edge shows up as costing 15 points. It's at it's max since it's an AI. Nothing I'm worried about, Free Spirit PCs might have the same problem. Two I have way less BP that I should have. 168 remaining. Add 15 for Edge and 110 for AI and there is a lot missing. I can recreate the character, but I don't want to if the same thing is going to happen. Edit: Just noticed, when I create a new character it doesn't start with 400 BP even though that's what the window says to start with it's getting 165 after paying for metatype and the 15 for edge. Free Spirits are even worse, they start with -235 remaining after race and 15 for edge. Other races don't seem to be affected by this. I'll remove the Enemies total from Negative Qualities on the Build Point Summary tab. I can see where that could be fairly misleading. Free Spirits are a little nutty. When you first create one, you should have 15 BP left. The Metatype costs 250 BP right away. This gives them a MAG (Force) of 2, and all of their Attributes have a minimum of 2 and maximum of their MAG (currently 2). This immediately starts them off with all of their Attributes being at the Metatype Maximum which costs an additional 15 BP (9 * 15 = 135 which brings them down to their 15 remaining BP right off the hop). Raising MAG to 3 suddenly refunds a bunch of points because their Metatype Maximum has now been raised. This brings them back up to 140 BP remaining which is the correct amount (400 - 250 for Metatype - 10 for 1 point in MAG). A newly created A.I. should start with 275 BP remaining. The Metatype costs 110 BP and EDG is another 15 BP because it starts at its Metatype Maximum of 1. Raising any of the Mental Attributes frees up 5 BP since EDG is then no longer at its Metatype Maximum. Both of these are the numbers I am getting on my person copy (non-development) which seem to be correct. |
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Oct 27 2011, 09:49 PM
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#2741
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Hm, when starting, Chummer shows me an (unselected) French data file, but doesn't download it. Selecting it changes nothing, as all the buttons are still inactive. Clicking the close window button starts chummer, but next time the screen pops up again and has to be closed manually. Edit: Ah, checking for updates manually from Chummer allowed me to select and download the update. Perhaps worth to have a look at, anyway. Do you have automatic updates turned on? I thought I had fixed this before - it should completely ignore updates for language files you don't have installed - but I'm guessing the automatic update process doesn't like it because it's seeing something that can still technically be downloaded. Edit: Fixed! |
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Oct 27 2011, 10:00 PM
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#2742
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
I'll remove the Enemies total from Negative Qualities on the Build Point Summary tab. I can see where that could be fairly misleading. Free Spirits are a little nutty. When you first create one, you should have 15 BP left. The Metatype costs 250 BP right away. This gives them a MAG (Force) of 2, and all of their Attributes have a minimum of 2 and maximum of their MAG (currently 2). This immediately starts them off with all of their Attributes being at the Metatype Maximum which costs an additional 15 BP (9 * 15 = 135 which brings them down to their 15 remaining BP right off the hop). Raising MAG to 3 suddenly refunds a bunch of points because their Metatype Maximum has now been raised. This brings them back up to 140 BP remaining which is the correct amount (400 - 250 for Metatype - 10 for 1 point in MAG). A newly created A.I. should start with 275 BP remaining. The Metatype costs 110 BP and EDG is another 15 BP because it starts at its Metatype Maximum of 1. Raising any of the Mental Attributes frees up 5 BP since EDG is then no longer at its Metatype Maximum. Both of these are the numbers I am getting on my person copy (non-development) which seem to be correct. Is there an easy to to verify, and/or re-download files without having to download the zip and re-install? because what I'm getting is way different than what you are getting. The items on the right side are all displaying properly but the total at the bottom is completely way over what it should be. The amounts appear like it's counting the metatype twice in my total. 165 for AIs and - 235 for FP. |
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Oct 27 2011, 10:03 PM
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#2743
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Is there an easy to to verify, and/or re-download files without having to download the zip and re-install? because what I'm getting is way different than what you are getting. The items on the right side are all displaying properly but the total at the bottom is completely way over what it should be. The amounts appear like it's counting the metatype twice in my total. 165 for AIs and - 235 for FP. If anything then it will be the Metatypes file that might have something wrong in there. In your Chummer\data directory, delete metatypes.xml, then run the update. Grab the Metatypes data file and you should be set (and an application update if there's one available just to make sure we're running the same version). |
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Oct 27 2011, 10:05 PM
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#2744
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Would it be possible to have a separate vehicle/drone character sheet? Since they have their own damage tracks. KeyMasterOfGozer is going to see if he can put something interesting together for a Vehicle/Drone sheet. (IMG:style_emoticons/default/smile.gif) |
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Oct 27 2011, 10:11 PM
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#2745
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
If anything then it will be the Metatypes file that might have something wrong in there. In your Chummer\data directory, delete metatypes.xml, then run the update. Grab the Metatypes data file and you should be set (and an application update if there's one available just to make sure we're running the same version). I deleted all the datafiles and got the same result. Moved all the custom files out of the folder. Same result. I guess I'll wait till there is an update to the app and see if downloading a new one fixes the problem. |
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Oct 27 2011, 10:11 PM
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#2746
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
KeyMasterOfGozer is going to see if he can put something interesting together for a Vehicle/Drone sheet. (IMG:style_emoticons/default/smile.gif) awesome. |
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Oct 27 2011, 10:20 PM
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#2747
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I deleted all the datafiles and got the same result. Moved all the custom files out of the folder. Same result. I guess I'll wait till there is an update to the app and see if downloading a new one fixes the problem. That's really weird. While it shouldn't change things that drastically, are you using a different settings file at all? Could you send me screenshot of the window when you create a brand new A.I. so I can see what it looks like? Edit: If you could send me the settings file you're using a well, that might help (Chummer\settings directory). Then I'll have the same options set as you just in case it's some weird combination of things in there that might be causing it. |
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Oct 27 2011, 10:27 PM
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#2748
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
That's really weird. While it shouldn't change things that drastically, are you using a different settings file at all? Could you send me screenshot of the window when you create a brand new A.I. so I can see what it looks like? Edit: If you could send me the settings file you're using a well, that might help (Chummer\settings directory). Then I'll have the same options set as you just in case it's some weird combination of things in there that might be causing it. I figured out the bug. It's the "Metatypes cost Karma equal to the BP x. It's using the multiplier even when the character is built on BP and two it's looking at the check box even though it was unchecked and going straight to the multiplier. When I changed the multiplier back to 1 it stopped doubling the cost of the metatype. What's really strange is that it was only doing this for AI's and Free Spirits. |
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Oct 27 2011, 10:31 PM
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#2749
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I figured out the bug. It's the "Metatypes cost Karma equal to the BP x. It's using the multiplier even when the character is built on BP and two it's looking at the check box even though it was unchecked and going straight to the multiplier. When I changed the multiplier back to 1 it stopped doubling the cost of the metatype. What's really strange is that it was only doing this for AI's and Free Spirits. Well that ain't good! And on to the top of the bug fix pile it goes! |
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Oct 27 2011, 10:55 PM
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#2750
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 236
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Lo-Fi Version | Time is now: 13th April 2022 - 03:32 PM |
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