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> Chummer Character Generator
Irian
post Oct 31 2011, 03:45 PM
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Besides my still active request above, I tried to use Chummer on my netbook (1024x600) and noticed something: On the right, in "Condition Monitor", I can access the edge. Perhaps it would be possible to put everything a little bit more toegether (or make the spaces between the monitors and edge smaller, if the resolution is small). Or add an optional scroll bar?

Otherwise it works suprisingly well - I still got a bug (error message when loading a char), but as the message doesn't appear on my desktop computer, I'll wait until the Windows update is through (many .NET 4 updates) on my netbook until I post it (if it's still there, then).
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Irian
post Oct 31 2011, 05:09 PM
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Ok, the error message ist still there on my netbook (Windows XP 32, should be the most recent .NET 4 version). It appears when loading my carrered character that loads fine on my desktop computer (Windows 7 64):

System.NullReferenceException: Object reference...
at Chummer.fmCareer.cboStream_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Form.ComboBox.OnSelectedIndexChanged(EventArgs e)
...

"Continue" seems to work, but the combo box in the skills tab (where you can select which skills you want to see) is empty. Additionally, the character is marked as changed, which doesn't happen when loading him on my desktop computer.
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Nebular
post Oct 31 2011, 05:49 PM
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QUOTE (deurk @ Oct 29 2011, 08:44 AM) *
- How can we have translated suggested specializations?

Forgot that you actually can't for the same reason that you can't have Knowledge Skills translated. All of the lists that limit your choices have two values: Value and Name. Value holds the value that Chummer stores in the character while Name is the name of the item in the current language. This is what lets it show things like Cyberware and Gear in English and French. The problem with Specializations and Knowledge Skills is that they're not a fixed list - the user can enter whatever text they like and the control only has Value, not Name. As a result, whatever text the user enters is the Value that the control returns, meaning that if you enter a French word, it returns a French value and the application saves the French value. There's nothing I can do to get around this.
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Nebular
post Oct 31 2011, 05:57 PM
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QUOTE (Wooj @ Oct 31 2011, 10:33 AM) *
This program is absolutely amazing. It turns character generation from an all day event to... Well it still takes a few hours, but such an improvement.

I have noticed one minor issue. I am trying to add two geas to a character, but the geas option does not show up after adding it the first time. According to the rules, characters should be able to have multiple geas, though if you break one it counts as breaking all of them (so if you had two it would be a -2 to your magic for the day)

I've updated the Qualities file to allow Geas to be taken multiple times.
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Nebular
post Oct 31 2011, 06:02 PM
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QUOTE (Irian @ Oct 31 2011, 10:45 AM) *
Besides my still active request above, I tried to use Chummer on my netbook (1024x600) and noticed something: On the right, in "Condition Monitor", I can access the edge. Perhaps it would be possible to put everything a little bit more toegether (or make the spaces between the monitors and edge smaller, if the resolution is small). Or add an optional scroll bar?

Otherwise it works suprisingly well - I still got a bug (error message when loading a char), but as the message doesn't appear on my desktop computer, I'll wait until the Windows update is through (many .NET 4 updates) on my netbook until I post it (if it's still there, then).

There is a splitter between the two sets of tabs so you should be able to move it to the left a little to try and squeeze it in there. I tried to make it start as close together as possible but that's as close as it will let me put them when it starts (I have no idea why, I set it to the minimum width but you can still move it over which shows it's starting out larger than that which really annoys me).

Looks like the character problem has something to do with a Technomancer Stream. Are you using a Stream from a custom data file that you don't have on your laptop? If not, could you email me the character (nebular@shaw.ca) so I can see where the issue might be?
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Irian
post Oct 31 2011, 06:17 PM
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It's not the width, that makes a problem, it's the height: The edge add/subtract thingy is too far down (way below the condition monitors), so it's not on the screen. Width seems to work pretty fine.

And, as much as it shames me to say so, I know what was wrong... I''m really to dumb to use Chummer, as I simply forgot to activate the source books on my netbook. Doing so fixed the "problem". Ok, not really, I'm still dumb, but at least the exception doesn't appear anymore (IMG:style_emoticons/default/smile.gif)

What I noticed: The option screen it to big (height) on my netbook (height 600), I don't know if there's a chance to make that window at least resizable?
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Irian
post Oct 31 2011, 07:57 PM
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Another idea, that seems not to be there atm: The values of the technomancer's biological comlink. Would probably fit nicely on the cf page?
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deurk
post Oct 31 2011, 09:15 PM
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QUOTE (Nebular @ Oct 31 2011, 05:49 PM) *
Forgot that you actually can't for the same reason that you can't have Knowledge Skills translated. All of the lists that limit your choices have two values: Value and Name. Value holds the value that Chummer stores in the character while Name is the name of the item in the current language. This is what lets it show things like Cyberware and Gear in English and French. The problem with Specializations and Knowledge Skills is that they're not a fixed list - the user can enter whatever text they like and the control only has Value, not Name. As a result, whatever text the user enters is the Value that the control returns, meaning that if you enter a French word, it returns a French value and the application saves the French value. There's nothing I can do to get around this.

Understandable, unless you feed those lists from an external file at character loading?
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Nebular
post Oct 31 2011, 09:28 PM
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QUOTE (deurk @ Oct 31 2011, 04:15 PM) *
Understandable, unless you feed those lists from an external file at character loading?

Y'know, I'm not too sure why I didn't think of this before... I was worried about Specializations and Knowledge Skills not translating when the user changes the language, but that's currently the case right now anyways and can't change thanks to that little limitation. People will just enter them in their desired language so why don't I just populate the list with the strings for the current language? Duh. (IMG:style_emoticons/default/wobble.gif)
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deurk
post Oct 31 2011, 09:29 PM
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QUOTE (Nebular @ Oct 31 2011, 09:28 PM) *
Y'know, I'm not too sure why I didn't think of this before... I was worried about Specializations and Knowledge Skills not translating when the user changes the language, but that's currently the case right now anyways and can't change thanks to that little limitation. People will just enter them in their desired language so why don't I just populate the list with the strings for the current language? Duh. (IMG:style_emoticons/default/wobble.gif)

That's a bit what I thought but you got me afraid I was forgetting something quite important (IMG:style_emoticons/default/wink.gif)
When's your game break (just picked-up Uncharted 3 from the store)?
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Jazz
post Oct 31 2011, 09:32 PM
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QUOTE (Jazz @ Oct 30 2011, 02:43 PM) *
* Where are the source/page of the Critters ?

QUOTE (Nebular @ Oct 30 2011, 05:35 PM) *
The source and page information are the same tags as everywhere else. They're the last 2 tags in the <metatype /> block.

Not that, I was speaking about source/page displays for critters in Chummer ?
I can't find any, for critters (or that's me again) : deurk "translated" the tags, but I can't check the result.

For powers, I suppose you can find them in critters powers, but I'm only telling that by memory.

I wonder if it's possible to quickly check page/source via maybe a rigth click or on the item's description for unique items like qualities, powers etc, because you actually need to remove the qualities and put it back in, since you only can display source/page them via the search menu.
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Jazz
post Oct 31 2011, 09:44 PM
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QUOTE (Irian @ Oct 31 2011, 08:57 PM) *
Another idea, that seems not to be there atm: The values of the technomancer's biological comlink. Would probably fit nicely on the cf page?

I was about to propose that aswell.

I was thinking about a new "Comlink" tab, for hackers aswell, with a drop-down menu with all the commlinks you have access (including biological ones), thinking of this like a kind of the begining of a "cheat sheet" aswell.

Nebular, if you want to classify the database up to what should be a software and what shouldn't, for stuff that we translated (we can't prononce on the other stuff), I'm willing to help to do that.

I think it would be better if softwares that can go on commlink gets separated from hardware. Without removing the existing gear fonctionalities, of course, if you want to upgrade your 'nades with personality softwares. The can of worm is how would you transmit the program from the gear tab to a commlink in the commlink tab and vice versa (yummy, paydata).
Much like the same problem for vehicle equipement <-> gear tab, in fact.

But I have a halloween list of db bug that'll makes you scared to do before (IMG:style_emoticons/default/smile.gif)
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Jazz
post Oct 31 2011, 09:46 PM
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Oh btw, Critter's "metatype", next to the character name in the Common tab, uses the english strings.

And some pop-up questions are asked in english, but I can't remember which ones, I'll to note them next time.
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Jazz
post Oct 31 2011, 10:01 PM
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QUOTE (deurk @ Oct 31 2011, 10:29 PM) *
When's your game break (just picked-up Uncharted 3 from the store)?

Mine is soon, because Batman is coming in a few days and Ezio comes back quite soon after. Gamer on strike (IMG:style_emoticons/default/smile.gif)
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Nebular
post Oct 31 2011, 10:05 PM
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QUOTE (deurk @ Oct 31 2011, 04:29 PM) *
That's a bit what I thought but you got me afraid I was forgetting something quite important (IMG:style_emoticons/default/wink.gif)
When's your game break (just picked-up Uncharted 3 from the store)?

November 11 - 21 so there's still time to work out the translation stuff. (IMG:style_emoticons/default/smile.gif)
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deurk
post Oct 31 2011, 10:05 PM
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Could we please change time as well in journal entries?
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Nebular
post Oct 31 2011, 10:12 PM
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QUOTE (Irian @ Oct 31 2011, 02:57 PM) *
Another idea, that seems not to be there atm: The values of the technomancer's biological comlink. Would probably fit nicely on the cf page?

Good idea. I'll add it for the next update.
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deurk
post Oct 31 2011, 10:14 PM
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QUOTE (Jazz @ Oct 31 2011, 09:46 PM) *
And some pop-up questions are asked in english, but I can't remember which ones, I'll to note them next time.

Add a quality, title is translated, content is not.
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Nebular
post Oct 31 2011, 10:19 PM
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QUOTE (Jazz @ Oct 31 2011, 04:46 PM) *
And some pop-up questions are asked in english, but I can't remember which ones, I'll to note them next time.

There are a few that will always be in English - one that appears if the language file cannot be loaded, and anything to do with verifying translation files (if you're translating from English into another language, it's safe to assume that they can read the English text for that (IMG:style_emoticons/default/wink.gif) - it also cannot assume that the strings exist in the selected language file). The rest should all appear in the selected language provided the keys match (though something might have slipped by (IMG:style_emoticons/default/biggrin.gif) )
Edit: and of course I'm shown otherwise right after posting this. (IMG:style_emoticons/default/biggrin.gif)
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ShadowWalker
post Oct 31 2011, 11:37 PM
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QUOTE (Nebular @ Oct 31 2011, 12:49 PM) *
Forgot that you actually can't for the same reason that you can't have Knowledge Skills translated. All of the lists that limit your choices have two values: Value and Name. Value holds the value that Chummer stores in the character while Name is the name of the item in the current language. This is what lets it show things like Cyberware and Gear in English and French. The problem with Specializations and Knowledge Skills is that they're not a fixed list - the user can enter whatever text they like and the control only has Value, not Name. As a result, whatever text the user enters is the Value that the control returns, meaning that if you enter a French word, it returns a French value and the application saves the French value. There's nothing I can do to get around this.

Could you not ignore knowledge skills. That is to say, if the language is English load knowledge skills from the English files, if the language is french load the knowledge skills from the French files, and not load from the English files at all where knowledge skills are concerned. There doesn't really need to be any translation, it's just different lists of skills. In reality the knowledge skill list is more of a custom list than a set in stone list like active skills.
I suggest moving knowledge/language skills outside of the skills file all together and give them their own knowledge skills file.
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Dantic
post Nov 1 2011, 01:14 AM
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When I try to add an echo, I get an Unhandled eception. Object reference not set to an instance of an object.
I put the details below.
(IMG:style_emoticons/default/frown.gif)

[ Spoiler ]
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ChatNoir
post Nov 1 2011, 11:50 AM
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I agree completely with the idea of ​​a general "commlinks tab" with condition monitors andother stuff !

On another topic, a simple change could be made and would improve the extensive note user's life a lot : the ability to resize the popups. I know guys that put a lot of stuff (spells or gear descriptions, or whatever else) in those notes and sometimes it's a bit small.
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deurk
post Nov 1 2011, 12:05 PM
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QUOTE (ChatNoir @ Nov 1 2011, 11:50 AM) *
On another topic, a simple change could be made and would improve the extensive note user's life a lot : the ability to resize the popups. I know guys that put a lot of stuff (spells or gear descriptions, or whatever else) in those notes and sometimes it's a bit small.

+1 on that (IMG:style_emoticons/default/smile.gif)
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Dakka Dakka
post Nov 1 2011, 12:36 PM
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If you have a lot of armor items a page break option after qualities would be nice, especially if the condition monitor stayed on page 1.
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Nebular
post Nov 1 2011, 01:31 PM
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QUOTE (Dantic @ Oct 31 2011, 08:14 PM) *
When I try to add an echo, I get an Unhandled eception. Object reference not set to an instance of an object.
I put the details below.

This will be fixed in the next update.
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